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lukeaRuKem 3D truly looks^f
:e a 3D supermodel of a
me: sleek, sexy, and gory
“It makes pretty much every
PC game we’ve ever seen -
Doom included - look slightly
means that pretty much any-
thing goes in Duke Nukem 3D
— Edge Magazine
Prepare Yourself for the
Ultimate 3D Slugfest
Ass-stompin’ aliens have landed, and the humans sud-
denly find themselves atop the endangered species
list. The odds are a million-to-one, but Duke Nukem
knows what’s got to be done — KICK ALIEN BUTT!
FANTASTIC 3D REALMS, with stunning, realistic
graphics, await you as you thrash aliens through the
streets of L.A., out to an orbiting space station, and
onto the surface of the moon itself!
INNOVATIVE BUILD 30™ ENGINE TECHNOLOGY
lets you explore an interactive, fully virtual world of
towering skyscrapers, deep canyons, and murky
bodies of water — complete with sloping sur-
faces, realistic earthquakes, functional subways,
and many never-before-seen special effects.
ARMED TO THE TEETH, you brandish your fully
automatic sidearm, rocket launcher, pipebombs,
and an assortment of awesome hi-tech weaponry
that'll make your bones rattle and send the alien
bastards to a bloody grave.
»\ FULL MOVEMENT CONTROL lets you run, jump,
crawl, swim, and jetpack your way through hostile
environments as you look up and down from any
vantage point to survey the situation around you.
»V DYNAMIC COMM-BAT™ SYSTEM lets you duke it out
one-on-one via modem, and enables up to 8-player
battlefests over your network. Also, send prerecorded
taunts to your human opponents via Duke’s unique
REMOTE RIDICULE SYSTEM™.
V. TOTAL IMMERSIVE ENTERTAINMENT is guaranteed by state-of-
the-art 3D graphics [including optional SVGA hi-res modes) and
hot 3D sound FX and stereo music.
In Duke Nukem 3D, you can’t avoid steppin’ in the blood.
* Just don't drop your gloves!
Developed by 3D Realms Entertainment. Distributed by FormGen, Incorporated.
All rights reserved,. All trademarks are the property of their respective owners.
i u
L^spjssing,
FOR MORE DETAILS, MAKE TRACKS
TO YOUR LOCAL SOFTWARE RETAILER,
REALITY IS OUR GAME.
WWW Site (http://www.3drealms.com) CIS (Keyword REALMS) Software Creations BBS (508) 368-7036
Circle Reader Service #70
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• FLIP-UP SMARTVISOR
Office. Screen images copyright© 1995 FASA Corporation. All rights reserved. Activision Is o registered trademark ol Activision, Inc.
HEAD-GEAR
• COMFORTABLE ERGONOMIC DESIGN
For IBM PC compatibles.
phone (716) 427-8595
fax (716) 292-6353
World Wide Web: http://www.fortevr.com
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But the VFX1 HEADGEAR™ I VIRTUAL REALITY | Sysl
puts you right in the middle of the action, making
games like MechWarrior™ 2 unnervingly realistic.
E C01PETITI
WE QUIETLY WENT AND
SET NEW ONES.
The New MultiSync® M Series Monitors
With Revolutionary CromaClear'" CRT Technology.
While the others have been content to merely
change their monitors, we were bent on changing the
entire industry. Introducing the Multisync M Series
monitors from NEC - a new generation of monitors
that will forever change your expectations regarding
image quality.
The MultiSync M500'" and M700 " monitors are the
first to incorporate CromaClear, NEC’s patented new
CRT technology. Similar in design to that found in
today’s televisions, CromaClear lets you view text,
graphics and video with enhanced focus, greater color
Designed for saturation, better contrast and increased
depth and dimension. Simply put, you'll
Microsoft
windows 95 enjoy the brightest, sharpest, clearest
images in the industry - just what you’ve come to
expect from NEC.
What’s more, our Video Boost feature automatically
sets the monitor screen to the optimal contrast and
brightness level for viewing TV and video images.
Built-in speakers allow you to customize sound
for movie, music, games and voice
conferencing applications. There’s even
a built-in microphone.
In addition to PC and Macintosh-
compatibility, the MultiSync M Series
monitors feature Plug and Play
compatibility for Windows® 95 and are
backed by a 3-year limited warranty.
The MultiSync M Series monitors from NEC.
Think of them less as new monitors, more as the
standard by which all others will be judged. To
learn more about either the MultiSync M500 or
M700 monitors, call 1-800-NEC-INFO. To have the
information sent to you by fax, simply call
1-800-366-0476 and request document #157201. Or
contact us on the Internet at http://www.nec.com.
SEE, HEAR AND FEEL THE DIFFERENCE.'-
Circle Reader Service H1 13
of Microsoft Corporation. All other trademarks or registered trademarks are property of their respective owners. GSA #GS00K94AG5241PS01. o 1996 NEC Technologies, Inc.
Key #27549.
D eadlock puts the
future of an
entire alien race
on the player’s
shoulders in a high stakes, win-
ner-take-all race for planetary
control. Denny Atkin discovers
that the new multi-player
build, research and con- W*
quer game is a combina- ^
tion of M.U.L.E., SimCity, jjjM
and Civilization. K
«
’
63 Starcheat Academy
I t's open enrollment time for Computer Gaming
World's Space Academy, the ideal place to
improve your survival skills in the latest science fic-
tion combat arenas and adventures. This year's
recruits will be offered seminars and laboratory ses-
sions on the following games:
64 Wing Commander IV:
The Price Of Freedom
74 MechWarrior 2: Ghost Bear’s Legacy
80 Chronomaster
A
cc
HAY 1996
SECTIONS
\
TECHNOLOGY
93 Loyd Case
Use The Right Video Card
Drivers For Win 95
Performance
100 Game Design Diary
Alan Lenton Solves Timing
Problems For Explorer
103 Paul Schuytema
How To Hack Duke Nukem
CLASSICS/PUZZLES
167 Terry Coleman
Maurice Ashley Teaches Chess
and Virtual. Chess
SPORTS
171 George Jones
What Sports Games
Really Need
3D silk Power Play Hockey by Gordon Goble
ADVENTURE/
ROLE-PLAYING
111 Scorpia
I Have No Mouth And I Must
481 , Special PlayStation
Supplement
182 The PlayStation vs. The PC
by Dave Salvator
Scream (Hints)
120 Mission: Critical by Martin Cirblis
125 Bad Day on the
Midway by Mark Clarkson
129 Stonekeep (Hints) by Pairs Schlunh
136 Riddle of Master Lu Hints & Tips
by Arinn Dembo
ACTION
M3 Peter Olafson
Velocity's Strife Previewed
150 Duke Nukem's Cousins Behind The
Screens at Apogee m Ken Bra™
156 Road Warrior liy Mark Clarhson
160 Hyper 3D Pinball, Pinball World
and Pinball WiZZard by #rinn Dembo
187 Action on the PlayStation
193 Sports on the PlayStation
196 Strategy on the PlayStation
by Peter Olafson
SIMULATION
199 Denny Atkin
Patching Your Old Flight Sims
L '202 Top Gun by Robin G. Kim
STRATEGY/WARGAMES
207 Terry Coleman
Napoleon Returns To
The Computer
.'212 , CyberStorm by scott May
218 Space Bucks by Martin Cirnlis
^DEPARTMENTS
12 Credits Who are these folks who write for CGW?
M Just The FflQs Answers to frequently asked questions
20 Johnny Wilson Games aren’t just for kids
26 Letters What you really think
32 Read. Me Computer gaming news
48 Game Track A look at what's cool coming your way
242 Hall of Fame Great games ot all time
243 Patches A list of game files to kill bugs dead
244 Top 100 Games Readers rate the top games
246 Martin Cirulis What's the deal with science fiction?
MAY 1996
CG
"The installation is a breeze!... Fly in a different
DIRECTION BY MOVING YOUR HEAD... SHOOT BADDIES
JUST BY LOOKING AT THEM AND FIRING"
COMPUTER GAMING WORLD
RAPID RESPONSE HEAD TRACKING IMMERSIVE BIG SCREEN
SUPPORTED BY MORE PC GAMES THAN ANY OTHER VR PRODUCT
NO INTERNAL CARD NECESSARY WINNER OF EVERY
VIRTUAL REALITY PRODUCT AWARD 3-D STEREO CAPABLE
LIGHTWEIGHT ERGONOMIC DESIGN SPATI ALIZED AUDIO
VPC & VR PRO MODELS AVAILABLE STARTING AT $599
©1996 Virluol i-O. All Rights Reserved. Virtual i-O and Virtual i-glasses! vpc & vr pro are trademarks of Virtual i-O, Inc.
©1995 Oceon of America, Inc. © 1995 Digital Image Design, All trademarks are the properly of their registered owners.
Psycho Kitty Advertising created this and Grant Walaru Horiuchi look the cool photo.
JUST BECAUSE
IFS ONLY A
GAME DOESN'T
MEAN YOUR
HEAD HAS TO
BELIEVE IT.
INTRODUCING THE FIRST VR GLASSES THAT GO TO YOUR HEAD.
VIRTUAL i-glasses!GIVE YOU MEGA BIG SCREEN ACTION AND THE
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OR CONTACT VIRTUAL i-O AT
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i glasses!
YOU HAVEN'T SEEN THIS BEFORE
Circle Reader Service it 275
Don’t just rockets,
DilTCE WITH THEM,
SBIG A SONG TO THEM,
THEN
TATTOO
Oil THEIR
YOUR
EICEE2
Hi
M
Microsoft
TO CO TODA
INITIALS
You play games like a natural born gamer.
Enveloped in digital optical technology,
you fire with the accuracy of an eagle
packing high powered binoculars.
Every minuscule move you make is
transmitted quickly down the line of fire.
Every handle rotation, a new twisted
SideWinder ,M 3D Pro gamer viewpoint.
You and the joystick are one.
And this is one joystick that never begs for mercy,
as its optical tracking system has no moving parts
to grind or molest.
Bullets curse when they miss, listen.
It’s a phenomenon known only by those who choose
a joystick that needs no re— calibration
and tracks you at the speed of light.
This is the jet black void of the gaming experience.
This is the Sidewinder 3D Pro joystick, compatible
with all MS-DOS 1 *'- based and Windows' 9 5 -based games,
the elder of the Sidewinder joystick family.
All the dexterity of a gaming demigod is yours to
call upon, and with one finger you vent retribution
on every shiny dark destructive heart.
t
CREDITS
A
At the ripe old age ol 23,
Elliott Chin is the junior
member of the CGW staff—
I but we like it that way. With
an abundance of energy and
almost unerring gaming
. instinct, he assists the CGW
greybeards by doing what they can’t, like
playing fighting games and opening child-
proof containers. Elliott never thought that the
countless hours he spent playing Civ and
Empire would have paid off, but now he is
CGW' s Strategy/Wargames Editor and
PlayStation specialist. A "gamer of-all-trades,”
Elliott relaxes by badgering troops in strategy
games, pulverizing enemies in space combat
sims, or beating up the reflex-challenged in
his favorite fighting games. Of course, all play
and no work would make Elliott an extremely
happy person, so the senior editorial staff
pays close attention to his workload, and then
triples it. His non-gaming hobbies include
building an impressive Lego armada that will
one day rule the New World.
lip*? j;-f
Peter Olafson is a veteran
gamer and long-time contrib-
utor to CGW. The former
games editor of the late
Amiga World, Peter secretly
harbors five Amigas in hal-
1 home. Married to New York Times columnist
Evelyn Nieves, he is currently working on two
teleplays and is the author of Final Fantasy III
and Thunderscape strategy guides. Beginning
this month, he takes over as the new action-
games columnist, donning the crimson robe
of the High Priest of Action. In addition, Peter
researched and wrote most of the material for
this month's Sony PlayStation supplement.
I Gordon Goble, a con-
I fessed sports junkie, is also
I an aficionado of reflex-test-
I ing simulations of all kinds.
I When he’s not cruisin' the
Net to get scoring updates
] for his hockey pool, Gordon
is busy hot-wiring his Pentium to run the lat-
est racing simulators and sports games.
Formerly an agent for a professional auto rac-
ing team, he now runs his own one-man
desktop publishing business in Vancouver,
B.C. First turned on to computer racing with
Indianapolis 500, Gordon continues to seek
substance over style in his pursuit of the ulti-
mate digital sports experience. If it weren’t for
Papyrus, Electronic Arts and MicroProse, he
would probably be spending all of his free
time at the tennis courts or gym.
Scott A. May has surfed
the electronic gaming wave
since the early ‘80s, playing
on such diverse platforms as
the IntelliVision, Commodore
64, Amiga, Genesis,
Nintendo and IBM compati-
bles. To support his electronic-gaming addic-
tion, Scott resorted to lengthy writing sen-
tences at Commodore, Compute,
VideoGames and SMART magazines, and has
penned two weekly newspaper columns for
nearly 10 years. But despite his efforts in the
12-step rehabilitation program, Scott has
been unsuccessful in breaking his computer
habit. Now, determined to help others, Scott
works as a computer consultant and a busi-
ness software instructor. When not working or
forraging for tubers, legumes and tofu, Scott
enjoys painting, music and serial monogamy.
Petra Schlunk avoided her
graduate studies by playing
computer games; primarily,
role-playing games where
she slipped into an alter ego,
j then blamed that same ego
1 for eating her homework.
Petra also enjoys strategy games; which may
explain why she attends board-, card- and
computer-game conventions in L.A. She con-
siders herself a hobby author, having written
several articles for CGW and The Electronic
Roadhouse, as well as authoring strategy
guides for King’s Quest VII and Master of
Magic. Along with her husband, former CGW
Wargames Contributing Editor Alan Emrich,
Petra is busy raising their daughter, Avalon.
But she still seeks that all-immersive magical
interlude of a small, intricate game world
where she can escape for a time. In other
words, the girl just wants to have fun.
PUBLISHER
Jonathan Lane
EDITORIAL
Editor-in-Chief
Managing Editor
Features Editor
Reviews Editor
Technical Editor
Associate Editor, News
On-Line Editor/AOL
Assistant Editors
She Who Must Be Obeyed
Editorial Intern
Contributing Editors
Founder
Johnny Wilson
Ken Brown
Denny Atkin
Terry Coleman
Dave Salvator
Jill M. Anderson
Kate Hedstrom
Allen Greenberg
Elliott Chin
Charlotte Panther
AmyNg
Scorpia (Adventure Games)
Charles Ardai (Interactive Fiction)
Loyd Case (Technology)
Martin Cirulis (Science Fiction)
Peter Olafson (Action Games)
Paul Schuytema (Game Design)
Russell Sipe
DESIGN
Art Director Edwin C. Malstrom
Graphic Artist Jack Rodrigues
PRODUCTION
Production Manager Steve Spingola
Production Coordinator Martin Walthall
HOW TO CONTACT THE EDITORS
Address questions and feedback to CG Editorial, 135 Main St., 14th
Floor, San Francisco, CA 94105. Or you may contact us via:
Phone:(415)357-4900
Editorial Fax: (415) 357-4977
CompuServe: (76703,622)
America On-Line: CGW
Prodigy: EXPT40B
GEnie: CGW
Internet: 76703.622@compuserve.com
Web site; http://www.zd.com/~gaming
ADVERTISING SALES
Advertising Director
LeeUniacke (415)357-4915
East Coast District Sales Manager
Cathy Conway (61 7) 393-3691
East Coast Sales Assistant
Jayme Angell (617) 393-3681
Account Representative
Marci Yamaguchi (415) 357-4920
Marketing Coordinator
Cathy Lin (415)357-4935
Advertising Coordinator
Linda Philapil (415)357-4930
Sates Assistant
Linda Fan (415)357-5425
HOW TO CONTACT ADVERTISING SALES
Address inquiries to CG Advertising, 135 Main St., 14th Floor, San
Francisco, CA 94105; or call (415) 357-5425, fax (415) 357-4999.
SUBSCRIPTION INQUIRIES/ADDRESS CHANGES
For subscription service questions, address changes or ordering information, call
(303) 665-8930 or fax (303) 604-7455 within the U.S. and Canada. All other coun-
tries call (303) 604-7445 or fax (303) 604-0540. or write to Computer Gaming. P.0.
Box 57167, Boulder. CO 80322-3131. The subscription rate is $27.94 for one year
(12 issues). Canada and all other countries add S16 lor postage Airmail subscrip-
tions are $78 per year. Canadian GST registration number is R140496720. Payment
must be in U.S. dollars made by check or money order drawn upon a
U.S. bank. Visa, MasterCard, AMEX accepted.
BACK ISSUES
For back issues (subject to availability), send $7 per issue (S8 outside the United States)
by check or money order to Back Issues Dep't . ZiM-Davts Publishing Co.. P.Q Box 53131.
Boulder. CO 80322-3131.
Elictrmie Arts pf
th,
4 Ultra-realistic
super-smooth
scrolling pinball
tables from the
award-winning
development teami
Epic MegaGames*
Multi-level
playf ields
filled with
exciting pinball
devices* Up to
b balls in
play at once*
SGI-rendered 3D
animated dot
matrix sequences*
Digital sound
effects and music
that brings each
table to life*
1
Enjoy 1-4 player
pinball action
for PC CD-ROM or
Sony Playstation.
"The greatest
pinball game
of all time"
PC Gamer
The “new pinball
wizard. * * it
rocks!”
Strategy Plus
ELECTRONIC ARTS l»®»
Download the shareware version today
from http://www.epicgames.com
Visit your local software retailer or call
Epic MegaGames at 1-600-472-7434 to order.
1996 &y' Epic f.’egaGaros EfecroV; Arts and ra HA lego are lejsaed tadsnwW ci Bacocnc A®
JUST THE FAQS
r
T hese are answers to questions we frequently hear from j question, “Why doesn’t the $#&*!! CD-ROM work on my com-
our readers. Unfortunately, we are not able to answer the I puter?” because we don’t approve of language like “$#&*!!”
within the Primary Blunders
“Surprise Attraction.” And you may
exit the "Surprise Attraction" at any
time by first clicking on the “Back"
button, then clicking on the
“Home" button.
How Do I Access The
Demos?
To view the demos, click on EDI-
TORS' HOT PICKS or PRODUCT
DEMOS to view the selection. Next,
click on your favorite genre: Action,
Adventure/Role Playing or
Strategy/Wargames, then click on
the title of your interest. Each demo
has instructions for its installation.
How Do I Get The
Patch Files?
Click on PATCHES under the CGW
FEATURES, then read the text win-
dow with instructions on copying
the files to your hard drive. You can
also access the patches from your
DOS prompt by typing D:\PATCHES
(where D: is the letter of your CD-
ROM drive) and copy them directly
from there to your hard drive.
How Do I Get The
CG-ROM?
Newsstand issues come in two vari-
eties: some with and some without
the CD. Each type is clearly
marked-if you can’t find the version
Blunders, where you can find the
complete, un-cropped pictures of
Cyberdreams’ I Have No Mouth And
I Must Scream, as well as the
Missing Su-27 Flanker Mission.
When you’re finished flying and
fighting, it’s frag time. Strap on the
first level of Duke Nukem 3-D and
kick some alien can in this
FormGen/3D Realms demo created
exclusively for CGW.
In addition to our Duke Nukem
demo, you'll also find two more
Editors’ Hot Picks: Sierra’s Space
Bucks and l-Motion’s Virtual Chess.
Other demos this month include
Allied General, Earthworm Jim,
Conquest of the New World,
Descent II, Renegade Return and
Fantasy General— a CGW nominee
for best Strategy Game of the
Year.
How Do I Use It?
Our CD is a Windows pro-
gram. If you have Windows
95, installation is simple-the
CD is Autoplay enabled. Just
“Lock ‘n’ load." Otherwise,
from Windows 3.x, pop the
CD into your drive, select RUN
from the Program Manager’s
menu and type D:\RUN-ME
(where D is the letter of your
CD-ROM drive) to run it
straight from the CD, just type
D:\INSTALL to create a CGW pro-
gram group on your Windows desk-
top. If you have installed previous
versions of the CG-ROM, this disk
will use the program group already
on your desktop. You navigate by
pointing and clicking just as you
would in any other Windows pro-
gram. You can access any of the
“Main Attraction" items (such as
Product Demos or Patches) from
What's On The CD?
Exclusives, exclusives, exclusives.
This month we have three of them,
plus the Su-27 mission missing
from our March CD. First up, this
month’s CG-ROM theme is Film
Noir. Today, game designers have
expanded their gaming venues
back to the age of grainy, black-
and-white films, which depicted a
dark and gritty world, populated
with cold truths, hard facts and vile
gangsters. Cyberdreams pulled all
the stops to give us an early exclu-
sive demo of its game, Noir. The
complete, fully-interactive game,
filmed at various locations with live
actors, is expected to be released
by this fall. Next, the Not-Ready-For-
Multimedia-Players (read: CGW
staff) bring you our lighthearted
parody of the genre in: Primary
ce
HAY 1996
MULTI-PLAYER,
16-BIT TV6A,
GO TO THE /TORE, CALL 1 800 295 0060 OR VI/IT WWW.BUNGIE.COM TO GET TOME NOW.
IF YOU NEED A CLUE, DIO Till/: MARATHON 2 : DURANDAL 1/ THE MULTI-AWARD WINNING, 3-D. TEXTURE-MAPI’ED. 8-PLAYER NETWORKED. ACTION CAME WITH COOL NETWORK /CENARIO/ LIKE
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C 1996 BUNGIE /OHWAHt PHOlIlKlf CORPORATION. All RIGHT! RF/FRVtD. MARATHON AND MARATHON 1. D1IRANOA1 ARt IHADFMARKT OF RUNOIE IOFIWARF PRODUCT! CORPORATION.
Circle Reader Service H75
v j
our mission is to unravel the m ys tery
ehind the Majestic’s star-crossed voyage,
lajestic'' Part 1: Alien Encounter is now at
your favorite retailer
or call 1-800-PIRANHA.
PIRANHA
Piranha : Interactiye^Publishing, Inc.'
1839 W Drake, Suite B, Tempo, AZ 85283
Phone: 602.1(91.0500 Fax1602.491.8990
Circle Reader Service #293
games which emphasize spa-
tial relationships, word games
and/or problem-solving without
requiring gamers to follow a
storyline. Examples would be:
Shanghai, Tetris and Zig-Zag.
Role-Playing (RP): RPGs
are a subset of adventure
games, but stress character
development, often through
improving stats or other attrib-
utes. Conversations with non-
player characters (NPCs) and
tactical combat are generally
more important than in
Adventure games. Finally, the
game world tends to be large,
and the plot less linear, often
with some quests/treks outside
the main storyline.
Simulations (SI): Highly
realistic games from a first-per-
son perspective: you may drive
a realistically simulated race
car, fly a military aircraft with a
meticulous physics model, or
swoop through a detailed sci-
fi environment. Usually poly-
gon-filled technology is used
to build the simulated world on
the fly.
Sports (SP): The sports
game category is a broad
genre which includes action
(NBA Live) and strategy games
(Front Page Sports Football
Pro) based on sports.
Strategy (ST): Problem-
solving, short- and long-range
planning are the keys here.
These games almost always
emphasize resource and risk
management. This genre
includes conflict-based sci-fi
and fantasy games (X-COM,
Outpost, MOO), as well as
‘'pure" strategy games and
"software toys” such as
SimCity.
Wargames (WG): A subset
of strategy games, these recre-
ate historical conflicts from a
command perspective. They
may be tactical, operational, or
strategic, and stress anything
from logistics and firepower to
morale and leadership. They
may be simple (Panzer
General, Empire II) to incredibly
detailed and complex (Pacific
WAR).< fc
Outstanding:
The rare game
that gets it all
right. The graph-
ics, sound, and
gameplay come
together to form a
Transcendent
Gaming
Experience. Our
strongest buying
recommendation.
you want in the store you fre-
quent, encourage your retailer
to carry it (or subscribe to
ensure you get a copy every
month). To subscribe, simply
call 303-665-8930, and specify
that you want the CD-ROM ver-
sion.
How Do We
Classify Games?
Action/Arcade (AC): The
emphasis is on hand-eye coor-
dination and reflexes, usually
emphasizing fast play over
story or strategy.
Adventure (AD): Games
wherein you control an alter
ego and move through a story-
line or sequence of events,
where puzzle-solving takes
precedence over conversation
and combat.
Classics/Puzzies (CP):
Classics are old stand-bys and
parlor games that appeal to
many different types of gamer.
Examples include: backgam-
mon, bridge, chess, Monopoly,
parchesi, Risk, and Solitaire.
Puzzle games are computer
Abysmal: The
rare game that
gets it all wrong.
This is reserved
for those products
so buggy, incom-
plete or valueless
that you wonder
why they were
ever released.
HOW
Very Good: A
high-quality game
that succeeds in
many areas. May
have minor prob-
lems, but is still
worth your time
and money, espe-
cially if you’re
interested in the
subject matter or
genre.
CG
DO WE RATE?
Average: A
mixed bag. Can
be a game that
reaches for the
stars, but falls
short in signifi-
cant areas. Can
also be a game
that does what it
does well, but
lacks flair or origi-
nality.
Weak: A game
with serious prob-
lems. Usually
buggy, seriously
lacking in play
value, or just a
poorly-conceived
game design—
and you will want
to think long and
hard before buy-
ing it.
nD on tfjc 3 l b Dap,
3[/c split to itlaui.
ZDon't forget
to ferb tljc f i s 1} .
* &
V. All Righto R.
YOU
INTRODUCING
Windows 95, DOS and Macintosh
CD-ROM
c: THE LAST WORD IN SIMS.
Welcome to Afterlife. The first world-building
siniulalion that lets you manage two prime planes of
“unreal estate”— heaven and hell— simultaneously.
Possessed of an unearthly sense of humor, it all begins
in a God-knows-where galaxy. There, billions of departed
souls hunger for you to give them what they deserve.
Stall with the Pearly Gates of Heaven
or the Fiery Gales of Hell, /.one in blocks of deadly
Sins or goodly Virtues and build some roads.
Soon, the dearly departed arrive in droves.
ZJiSASTEBSof divine
PROPORTION INCLUDE DlSCO INFERNO
(pictured), Hell in a Handbasket
and Heaven Nose.
^DuiLD and manage two planes,
HEAVEN AND HELL, SIMULTANEOUSLY.
Keep them h appy and you flourish.
Lose too many along the way and it’s a visit from
the Four Surfers of the Apoealypso (not a good time).
Factor in a half-dozen or so disasters (not including
total annihilation), money problems, lost souls,
headaches on the planet below, and things
gel complicated in a hurry.
With over 200 artistically rendered rewards,
nearly 300 detailed tiles and buildings, more maps,
graphs and charts than you can shake a pitchfork at,
plus the most sophisticated engine of any sim game
beginning with the letter “A,” you’ve got
infinite hours of game-play.
A f lerlile: Reach the end or die trying.
Seep
■* SOULS HAPPY BY PROVIDING
THEM WITH THE REWARDS AND
PUNISHMENTS THEY EXPECT, INCLUDING
Eternal Afternoon, Tooth or
Dare and Dreamadise (pictured).
Jasper wormsworth and aria
Coodhalo help you keep track of
YOUR SUCCESSES AND FAILURES.
http://www.lucasarts.com
Jfc
OLLOW THE HIGHS AND LOWS
OF INDIVIDUAL SOULS THROUGH
THE SOULVIEW FEATURE.
Circle Reader Service H1 18
JOHNNY WILSON
More Ammo For Computer Gamers
Dealing With Media Misinformation
Not Just
For Kids
here it
was in
black and
white. It
was fea-
tured front
page, sec-
ond sec-
tion in The San Francisco Chronicle, a
metropolitan daily that should have
known better. They've been following
the technology beat long enough to
know the difference between a com-
puter game and a video game. Yet,
there was the headline indicating that
violence would play a major role in a
"computer game" for children. Worse,
two paragraphs into the article, the
author stated that the game’s premise
was like most computer game
design-impossible to comprehend
by anyone over the age of 12. Even
worse, if a reader bothered to slog
through the entire story, move past the
page turn and reach the end, he or
she would discover that the article
“Live-action
sequences part
of computer
game designed
for children”
so ignorant with their coverage.
One wouldn’t have to do much
research to find out that there are
plenty of people over. the age of 12
who understand computer games,
since the average game buyer is
30-31 years old. Not only that, but
the average subscriber to Computer
Gaming World is 35 years old. I’d
hate to think that all of you above
the age of 12 don’t understand
what we’re writing about. Indeed,
since all of us on the editorial staff
are above the age of 12, I’d hate to
think that we don’t know what we’re
talking about.
‘It was the making of a
computer game called
‘Steel Harbinger’
which, like most com-
puter games, defies
explanation to anyone
over the age of 12.”
Real Actors Star in Fantasy Cyber
- Live-action sequences
part of computer game
designed lor children
wasn't about a computer game at all.
It was about a video game.
It's hard to believe editors at the
San Francisco Chronicle would be
very wrong. We have ample
research to disprove this ignorant
assertion. However, the Chron’s
sloppy “journalism" is such an
endemic error of faux sophistica-
tion, such a Ires chic fallacy, that
it’s once again time for our semi-
annual sermon on why it’s not only
okay for adults to play, but neces-
sary. Those of you
who've previously
attended these
Gamers’ Liberation
Movement rallies
via my editorials
can be excused. Of
course, we could
use a few hundred
thousand of you in
the choir.
Play is not child-
ishness. Play is not foolishness.
Play is not necessarily frivolous,
though it can be. Indeed, play is
not even necessarily dangerous,
though it can be. Play is prepara-
tion for life. The reason play is
often considered childish is
because children play. This, how-
ever, requires one to commit the
common fallacy of hasty gener-
alization. Children play. Games
The world's great Men-of-War sail
again ... and you're in command!
tep aboard Avalon Hill's new Wooden Ships &
Iron Men and take command of the mightiest
American, British, French and Spanish
warships deployed during the American Revolution
and Napoleonic Eras.
Outmaneuver your opponent and rake him with your long
guns and carronades. Then close the range, grapple your
ship to the enemy's and capture him by boarding action.
Lead Admiral Nelson's fleet into battle at Trafalgar in his
beloved Victory. Take on the Serapis with John Paul Jones'
Bonhonnne Richard. Choose from 17 historical ship-to-ship
and fleet scenarios or Design Your Own! Also included is
'The Campaign Game" which tests your mettle and tactical
acumen in realistic naval engagements that shaped a
glorious new country.
Awash with naval drama and suspense.
Wooden Ships & Iron Men can be played solitaire,
"hot-seated" with a friend on the same computer, or play
via E-mail against an opponent oceans away. And when
you take command, just remember . . .
Don't Give Up the Ship!
Wooden Ships & Iron Men (Order No. 4070959) rims on
IBM PC CD-ROM and compatible systems and can be
sighted at leading computer game stores: Babbages, Best
Buy, CompUSA, Computer City, Egghead, Electronics
Boutique, Fry's, Micro Center, Software Etc., Walden's
Software, and independent retailers worldwide, or call
1-800-999-3222. Ask for dept. CGW12.
Experience 3-dimensional action.
Check the status of your hull, guns,
sails and crew.
The Avalon Hill Game Company
fW;
-ry | UOM | STANI.KY
DIVISION (.)!•' MONARCH AVAI.ON. INCAS 1 7 iftfflonl Road. Balliimuv. MI) 21214 • I -800-990-3222 • I I0 2S4 0 200 r ASSOCIATE
Circle Reader Service U167
*
are play. Therefore, games are for
children. That’s the equivalent of say-
ing that all Germans are Nazis, all
Irishmen are terrorists, and all editors
are arrogant.
Children play to try on roles, to
imagine possibilities, to experience
the exhilaration of competition and its
consummate reward of success. The
same is true with all of life.
Professional writers play with words;
professional businessmen play with
business plans; professional soldiers
play with simulations; and profession-
U Those
who are afraid
to play are
people who
are afraid to
I grow. 77
al artists play with stone, paint, clay
and junk. Prior to presidential
debates and news conferences, I am
told that it is standard procedure to
role-play the event. Prior to my one
and only network television appear-
ance, I role-played several scenarios
with a professional public relations
consultant. To repeat-play helps us
prepare for life. By playing, all of
these professionals prepared better
for an upcoming experience.
Of course, someone will suggest
that playing DOOM death matches or
solving MYST doesn't prepare one
for life. This straw someone might
even go on to state that the examples
above are "reality-based" play and
therefore, subject to special case con-
sideration. SimCity is okay by this
logic because it reflects real lessons
in urban planning, but Accolade's
upcoming Deadlock isn’t because it
reflects a fictitious situation.
Hogwash! Most games require antici-
pation of obstacles (whether it’s
Sonic hopping over a monster or
Duke Nukem crouching down to peer
around a corner), resource manage-
ment (whether money, armor-piercing
shells, or magical spells) and overall
strategy (the mental map to get to the
goal).
In order to be applicable to real-
life, the lessons of play must be
"interpreted" by the gamer.
Sometimes, this interpretation will be
subconscious and the gamer
improves his/her perspective/skill set
without knowing it. Sometimes, this
interpretation takes .a conscious leap.
Whether one is a Freudian who
believes a healthy mind requires
“reality-testing" (play is essentially
testing possibilities without final con-
sequences) or a Jungian who
believes that “phantasy" is required to
reach the imagination and inspire
interpretation, play is tremendously
important— especially for people who
are willing to change and grow.
Jung understood why people resist
play. According to George B.
Hogenson (Jung's Struggle With
Freud, p. 138), Jung maintained that
“It is phantasy that makes interpreta-
tion possible, and the activity by
which phantasy works out its various
interpretations is play." Jung went on
to suggest that most people, being in
the grip of orthodoxy, are not willing
to open up their field of experience to
the emergence of the opposites from
the unconscious. In other words, play
is threatening to people who are not
mature enough to want to learn more
about themselves.
So, the next time someone bashes
you about your “childish" hobby, ask
them what they’re afraid of. Those
who are afraid to play are people who
are afraid to grow, to change, to be-
even if they write for the San
Francisco Chronicle.
Silly writer, games aren't just for
kids.%
ZIFF-DAVIS PUBLISHING GROUP
CHAIRMAN AND CEO Eric Hippeau
CONSUMER MEDIA GROUP
President J. Scotl Briggs
Vice President - J, Thomas Coilingham
Director of Electronic Publishing .Beth Cataldo
Marketing Director Vickie Watcli .
Executive Director, Research Randy Cohen
Business Manager Cynlhia Mason
Creative Services Manager Terri Rawson
PR and Events Manager Laura Beraul
Assistant to the President Francesca Koe
MARKETING AND DEVELOPMENT GROUP
President
Vice President, Alliance Marketing
Vice President, Business Development
Vice President, Ziff-Davis
Magazine Networks
Vice President,
Marketing and Development Group
Vice President, Marketing Services
Vice President, Corporate Research
Executive Director, Ziff-Davis
Magazine Networks
Marketing Director, Ziff-Davis
Magazine Networks
Managing Director, ZDPC
Directors, Ziff-Davis
Magazine Networks
Vice President, Product Testing
Director, ZD Benchmark Operation
Jeffrey Ballowe
Janet Ryan
Tom Thompson
Herbert Stern
Jim Manning
Elda Wle
Michael Peikowski
Jeff Bruce
Anne Fitzpatrick, Kelly
Lowman, Alicia Saribalis
Mark Van Marne
Bill Catchlngs
ZIFF-DAVIS PUBLISHING COMPANY, CORPORATE
President, Business Media Group
President,
Computer Intelligence/Infocorp
President, Consumer Media Group
President, International Media Group
President,
Marketing and Development Group
Executive Vice President,
Business Media Group
Senior Vice President, Circulation
Vice President,
Assistant to the Chairman
Vice President,
Central Advertising Sales
Vice President, Chief Financial Officer
Vice President, Circulation Services
Vice President,
General Counsel, and Secretary
Director of ZD Labs
Vice President, Human Resources
Vice President, Planning
Vice President, Production
Vice President, Technology
Treasurer
Chief Information Officer
Executive Director, Licensing
Director of Public Relations
Rob Brown
J. Scoll Briggs
J. B. Holslon III
Claude Sheer
Baird Davis
Timolhy C. O'brien
James F. Ramaley
J. Malcom Morris
Bob Kane
Rayna Brown
Darryl Olle
Roger Herrmann
Bill Machrone
Thomas L. Wright
Wellinglon Y. Chiu
Gertrud Borchardl
Gregory Jarboe
V * In 1981, ^
Zork captivated miLLions
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LETTERS
A
LETTER OF THE MONTH
THE MERRY PRANKSTERS
P erhaps it is a comment on the broader, fanciful
aspects of our hobby and avocation that it look
me all the way to the bottom of the “article" in
the READ.ME section of the April issue to realize
1 had been had. We have come to expect so much from the folks
that feed our addiction to this sort of escapist entertainment.
Bigger, Better, I'iistcr. More seems to be the
industry so much so that
even absurdist parody takes a while to sink in!
Either that or 1 am more gullible than I
I sit here pulling the fish
out of my cheek, saving myself at the
last minute from being pulled into your
clever boat, 1 console myself with the idea
that April fools jokes that cannot by rea-
son of a set schedule be delivered on the
actual day have a better chance of suc-
cess.
Enjoy your day and thanks for a
great publication that just keeps get-
ting better.
Gerry Palmer via AOL
St. Louis, MO
ROBBY DOES WINDOWS
1 read with some interest your arti-
cle on Plug N Play, where those who
want to play DOS games arc going
to have problems. Sure made me
change my mind about PNP
Soundblastcr cards. But this is not
the end of the story.
After deciding that it might be
unwise financially to upgrade my sys-
tem, I found a buyer for my old com-
puter and ordered a PI50 from
Micron. It arrived and started up into
Windows 95 just fine. 1 began loading
my Windows games, and everything
worked fine. Then, 1 loaded Caesar
11. 1 inserted this Autoplay CD ROM
game. It said we were going to MS
DOS mode. Imagine my surprise
when it said it couldn’t find a CD-
ROM drive. I went out to DOS, and
guess what, neither could MS DOS
7. 1 tried another CD-ROM game in
DOS. Then, I called Micron. They
were very nice to tell me that the
OEM version of Window's 95 now
being shipped by Microsoft doesn’t
have any mouse driver for MS DOS
7, and the CD ROM drivers are hid-
den. Well, fortunately, I still had my
old machine. I copied the MS
Mouse drivers, put them into my
machine, and put the command in
myAutoexec.BAT (just like the old
days, huh?). After a bit of exploration,
Micron also helped me get the CD
ROM drivers into the
CONITG.SYS and
AUTOEXEC.BAT files. Will most
new computer buyers be able to fig-
ure this out? What will they do with
their new machine if they can’t play
[a DOS game]? I wonder if the folks
up in the Pacific Northwest told the
game developers about this. I won-
der if the folks at the Justice
Department would consider this
restraint of trade (maybe Fury 3 isn’t
selling so well?). In any event, let the
buyer beware... MS doesn’t want
anyone using anything but Window's
95, and they are looking for every
angle to make it so.
Robb)’ Robertson
Lakewood CO
We don’t know about the conspira-
cy you suggest, but we're sure that
sharing your experience will probably
save some new Micron owner some
anxious moments. Now, you’re an
“information provider” for some of
that good information you like to see
in our magazine. Guess we’ll have to
send you a "Pundits Club" member-
ship card in the mail.
LOSING AT KENO
Me and my gaming friends dis-
agree with you (sic) Quote “they
though (sic) the software industary
(sic) was the same as the toy industry,
forgetting the most vital market statis-
tic— Computer gamres (sic) are
adults.” I believe that this is an incor-
rect statistic and should be corrected
in your next eddition (sic) of
Computer Gaming World.
Tlianx,
KENO
via the Internet
An independent survey of game
buyers in October of 1995 indicated
that the average age of game buyers is
31 years of age. This is in line with
other surveys, most notably the annual
consumer survey of the Software
Publishers Association. You and your
friends may “ though ” otherwise, but it
won’t change the facts.
THE CASE OF THE MISSING
PERFORMANCE
Your magazine is one of the best.
Period. I’ve never been disappointed.
I wrote this letter to especially thank
Loyd Case for his insightful and
extremely helpful tip in your March
issue. In his column, he gave a tip on
how to make Windows 95’s refresh
rate and graphics run faster and
smoother. His comments hit a bulls-
eyc! I thought that my slow' refresh
rate could be contributed to one of
those “Windows 95 things” (you
knoww'hat I’m talking about). I
decided to give his suggestion a try.
Boy, did it w'ork! Windows 95 works
much better now'. Kudos to Mr.
Case!
Bets)' Hue)’
Ruston, LA
THIS MUST BE MAGIC
1 offer this letter as a means of
expressing the frustration that
MicroProse has placed on us MAGIC:
Tl Hi GATI tliRINC players, as well as
giving your readers a place to find out
a lot of infonnalion about this game.
Ever since I first read your article on
this game (June, 1995), I’ve not only
followed this game, but I also started
cc
MAY 1996
Introducing more kick for
your Pentium - processor-based PC.
Upgrade your Pentium® processor-based
PC with a Pentium OverDrive® processor.
The new Pentium
OverDrive processor
is an easy-to-install,
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upgrade that gives you a performance
increase of over 50% on a wide range
of popular softwares Like multimedia
and games, or operating systems like
Windows* 95.
Pentium OverDrive processors are
now available for 60, 66, and 75 MHz
Pentium processor-based PCs and, as
always, for most Intel486' M processor-
based PCs. All affordably priced.
So if more performance is your
ultimate goal, call your local dealer
© 1996 Intel Corporation. tBased on upgrading a 60 Mil/. Pentium® processor-bused PC with a 120 MHz Pentium OverDrive®
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or call FaxBack* at 1-800-525-3019,
doc. "8739 for pricing and availability
information. Or visit our Web site at
http://www.intel.com/procs/ovrdrive/.
intel.
I' ROOD PARTNER
ISO
reading your magazine monthly.
Now that your February issues
Pipeline states that the game will be
pushed back until Summer ‘96, 1
feel that I have to find a way to
express my anger and frustration. My
questions to MicroProsc remain
unanswered, and I feel that I must to
turn to the print media to be recog-
nized.
As you well know, there are hun-
dreds of thousands (maybe millions)
of Magic players out there that can
do nothing but play this game.
When we first heard that a comput-
er version would be released we
immediately became excited. After
all, now we can play without having
to find a bunch of friends at one
o’clock in the morning. When I
heard that MicroProse was making
the game, I thought, “Well, OK. It
could be worse.” Well, I’ve been
waiting for nearly a year now for this
game to be released and the)' still
have nothing to show for it, and I’m
disgusted.
1 have taken upon myself to sift
through various sources of informa-
tion and minors to create a web
page containing a lot of information
about this game. You can find the
page at
http://www.en.com/users/ctown/ma
gic2.html. Once MicroProse actual-
ly did reply to one of my e-mails, but
they would disclose nothing.
1 hope that MicroProse realizes
that putting this game at the bottom
of their priority list after putting so
much hype into it is severely hurting
their company’s image in the eyes of
many Magic players. 1, for one, real-
ize the incredible task it would be to
program the game would take a very
long time and understand the
delays. What I don’t understand is
why they refuse to release any infor-
mation about the game except that it
will be Wln95 and that Sid Meier
will work on it. 1 don’t know' how big
of a role he will play in the design,
but I believe that is mostly a PR
move.
I wish [MicroProse] would take
the approach Interplay did with
STONEKEEP and keep their cus-
tomers infonned on the progress of
the game. As of right now, we
haven’t got a clue. Finally I want to
thank Computer Gaming World for
creating and maintaining such a
great magazine which is the source
for a lot of the information on my
web page.
William R Brickies 111
via the Internet
As we reported in the Sightings
section of the April issue, Sid Meier is
actually doing a lot of the coding for
Magic-. Tut: Gathering. So, it’s not
just a matter of PR in this case. Also,
Sid has changed tlieAI since we saw
the game last year so that it is no
longer deck-based. In addition, your
character will now walk through a
typical ad\>enture/role-playing per-
spective of the world rather than mov-
ing from static hot spot to static hot
spot as we described it in last year's
Sneak Pro’iew. Further, things have
changed considerably in the online
world since last year. The online ser-
vice where the head-to-head game
was to have debuted is no longer as
viable fora product of this magnitude
as it once was, and plans are chang-
ing to reflect the changes in the
online world. We ll try’ to keep you up
to date.
SCREAM OF CONSCIOUSNESS
The “Burning Rubber” feature
(February, 1996) was great, but I
think there was a mistake about
SCREAMER. You said that there were
only three tracks. If you play the
championship, you will see that
there are six. Aid, after you win
them all, you will be able to practice
with these tracks and you can race
them backwards,
too.
Luiz Eduardo Ribeiro
Sao Paulo, Brazil
For pointing out our error, you’ve
won a free trip to our CG News
Bureau in Bosnia-Herzogovina.
That’s where we’ve sent all the other
letter writers who’ve caught us with
our fonts down. You're absolutely
right. Vie feature, which covered sev-
eral similar games, made this error.
Fortunately, the full review of
SCREAMER in our March issue made
mention of all six courses.
INTERFACE IMPROVEMENT
You have done a magnificent job
redesigning your magazine! I he
new format is simply great. 1 have
been a subscriber for several years,
and have seen CGW change in
many ways to provide a better reader
“interface.” Through all of these
changes, CGW has continued to
provide only the best reviews and
information. Keep up the great work.
I plan on being a subscriber for a
long time. Thanks.
joeBoza
CORRECTIONS
In our April review of the Zephyr
Onyx, w'e compared the machines
WinBench GPUMark numbers with
Falcon Northwest’s Mach V system.
We neglected
to mention that while the Onyx has
a 166 MHz CPU, the Mach Ms runs
at 133 MHz. Naturally, we’d expect
to see better CPU numbers from
the Onyx, which we did. Falcon
Northwest is now shipping a 166
MHz rig that w e’ll be reviewing
soon. We’ll compare its numbers to
the Onyx, and let you know what we
find.
In our March review of
Terminator: Future Shock, we
incorrectly identified Kaare Siesing
as the game’s designer. Robert Stoll
actually designed the game; Kaare
Siesing was the project manager and
the architect of Bcthcsda’s X(n)gine.
We apologize for the error, and hope
that Mr. Stoll won’t terminate us.
'Io write a letter, send e-mail to:
CompuServe: 76703,622
Internet: 76703.622@com
puserve.com
or write us at:
Computer Gaming World
Letter To The Editor
135 Main Street, 14th Floor
San Francisco, CA 94105
BL
Strap yourself in for the and Tdm Wilson star in Wing minds of over 5 million
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THE P;G3ljEE I0P- f ®E E ID El feP
READ.ME
Game of the Year
Finalists Named
Premier Awards To Be Announced At The
Electronic Entertainment Expo
he following
games are
finalists for
the CGW
Premier
Awards, the
magazine’s awards for the best
games of the year in each
genre. The winners will be
announced in May at the
Electronic Entertainment Expo,
and featured in the June issue
of CGW. Due to holiday
marketing and inevitable
product release delays, our
award year spans from March
31 to March 31.
This year, CGW adds two
new categories to our list of
Premier Awards:
Classics/Puzzles and Space
Sims. In addition to a winner in
each genre, there is an overall
Game of the Year and three spe-
cial awards. The finalists in each
category are as follows:
In the Action category the
nominees are: Crusader: No
Remorse (EA/Origin), Dark
Forces (LucasArts), Hexen
(id/Raven) and The Need for
Speed (EA/Bullfrog).
In the Adventure genre, the
finalists are: Chronomaster
(Capstone), Gabriel Knight II:
The Beast Within (Sierra), I Have
No Mouth And I Must Scream
(MGM/Cyberdreams), Riddle of
Master Lu (Sanctuary Woods),
and StarTrek: The Next
Generation (Spectrum
HoloByte).
Our first new category is
Classics/Puzzles, with this
year’s finalists being:
Connections (Discovery),
Monopoly (Parker Bros./Virgin)
and You Don’t Know Jack
(Berkeley Systems).
Role-Playing was this
year's weakest category with the
fewest finalists. Only Anvil of
Dawn (New World Computing)
and Stonekeep (Interplay) made
the list.
Finalists for Simulation
game of the year include:
Advanced Tactical Fighters
(Electronic Arts), EF 2000
(Ocean), Fighter Duel (Philips),
IndyCar 2 (Sierra/Papyrus), and
Su-27 Flanker (Mindscape/SSI).
The other new game catego-
ry this year is Space Sims.
Finalists for the Premier Award
in this genre are: MechWarrior
2 (Activision) and Wing
Commander IV (EA/Origin).
Sports games were very
hotly contested in the '95-’96
product year. Finalists for this
Premier Award are: Front Page
Sports Pro Football ‘96
(Sierra/Dynamix), NBA Live
(Electronic Arts), NHL Hockey
96 (Electronic Arts), PGA Tour
Golf (Electronic Arts), Title
Fight Pro Boxing
(CompuSports), and Trophy
Bass (Sierra).
Premier finalists in the
Strategy genre are: Caesar II
(Sierra/Impressions), Command
& Conquer (Virgin/Westwood),
Fantasy General
(Mindscape/SSI), Heroes of
Might & Magic (New World),
Warcraft II (Davidson/Blizzard),
and Warhammer: Shadow of the
Horned Rat (Mindscape).
ForWargameof the year,
the finalists are: Battleground:
Gettysburg (Talonsoft), Custer’s
Last Command (Incredible
Simulations), Panthers in the
Shadows (HPS Simulations),
Rise of the West (RAW
Entertainment), and Steel
Panthers (Mindscape/SSI).
Finally, the three Special
Awards to be announced at E3
will be for Hardware
Achievement, Artistic
Achievement for Physical
Model, and for Technical
Achievement. — Jo/?/?oy Wilson
ere’s a quick look at the hottest
products on store shelves, as
CIVILIZATION II
Friends, Romans, countrymen:
•Wb lend me your PCs. Another bid
for world conquest has begun
well as the lukewarm ones that might
sit around through the spring.
anew, and this time, I am determined to
see that our glorious empire does not fall.
Lo, these many years, other nations have
amassed sufficient wealth and prestige to
be allowed entry into our esteemed arena.
The Sioux tribe from North
America, the Celts from the
British Isles, the Japanese from
the East Asian shores, and many
others have convened on a new
battleground for world domina-
tion. The scientists are once again
at research, and their discoveries
put their previous exploits to
shame. The builders of yore have
returned, bringing with them new
C6
HAY 1996
READ.ME
Intel Packs 'em In
MMX Technology Promises Faster
Multimedia Performance
t the recent
InterMedia show in
San Francisco, Intel
unveiled its new
MMX technology, a multimedia
extension to the X86 instruction set.
MMX's 57 new CPU opcodes are
designed to accelerate the most
commonly-performed multimedia
operations, including AVI and MPEG
decoding, graphics filtering, 3-D
graphics and varied audio tasks.
Intel claims performance gains rang-
ing from 40 to 400 percent depend-
ing on the operation.
Unlike the bungled NSP initiative
of a year ago, where Intel posited
that it could bring all the multimedia
operations “home" to the host, Intel
is positioning the MMX as a “coop-
erative" technology that works with
fixed-function chips like graphics
accelerators and audio DSPs (Digital
Signal Processors). Creative Labs,
Yamaha and S3, among other inde-
pendent hardware vendors, have ral-
lied behind Intel, which also has
received support from many big-
name, independent software vendors
such as Adobe, Macromedia and
Microsoft.
Microsoft plans to tweak its
DirectX APIs to use the MMX tech-
nology whenever possible by pass-
ing any functions a task-specific chip
cannot perform directly to the CPU
via DirectX's hardware abstraction
layer (HAL). Because MMX promises
to efficiently handle tasks such as
assisting with rendering, filtering,
and video decompression, the CPU
will be able to focus more on
processor-intensive tasks (such as
Al), ultimately creating a smoother
gaming environment.
MMX uses 64-bit “packed" inte-
ger data types, taking 8-, 16- and 32-
bit data and putting 8, 4, or 2 of
these into the MMX registers for
processing with a technique called
Single Instruction Multiple Data
(SIMD). Data packing greatly accel-
erates such functions as inverse dis-
crete cosine transforms-the key
PLAYING LATELY?
READERS'
W ing Commander IV makes a strong
debut at number four, while Allied
General also cracks the Top 10 most-
played list. Three other games return to
the chart after a month's absence, includ-
ing Panzer General, still going strong after 15 months. Be sure to
send in your free feedback card, so we know which companies
are responsible for wreaking the most havoc with gamer’s lives.
Last Months
Month On Chart
I. Warcraft II (Blizzard) 1 3
2. Command & Conquer
(Westwood) 3 6
3. Steel Panthers (SSI) 2 5
4. Wing Commander IV (Origin) — 5
5. Heroes of Might and Magic
(New World Computing) 5 5
6. Crusader: No Remorse
3
2
1
1
15
7. Hexen (Raven)
8 . Duke Nukem 3D (3D Realms) —
9. Allied General (SSI) —
JO. Panzer General (SSI)
algorithm to smooth MPEG decom-
pression.
Intel expects to introduce its
MMX-equipped CPUs later this year
and integrate MMX into all of its
processors by sometime next year.
—Dave Salvator
Wonders of the World. “But what of our armies?"
you ask. “Surely, we are a peace-loving people,
but we must defend ourselves against belligerent
foes." And you are right. Archers, elephants,
explorers, engineers, and others have joined the
cause. But be forewarned; our advances are avail-
able for the enemy to steal or discover on their
own. Though we may have returned stronger, so
have our foes. A pity, though, that our adversaries
are men of silicon, rather than flesh and blood.
Still, this time, though the fruits of our labor will
taste sweeter, ascendancy to the stars will be that
much more difficult. Prepare yourselves, my
friends, for the dawn of a new civilization has
arrived, and none among the living will be able to
resist its glory. -E. Chin
MicroProse (410) 771-0440;
PC CD-ROM; Windows
Reader Service #301
TERRA NOVA: STRIKE
FORCE CENTAURI
Combining the firepower of a
MechWarrior with the feel of mili- . -
tary commando actions, Terra
Nova: Strike Force Centauri is a
fast-paced 3-D romp across distant planetary sur-
faces. Simulation-style combat missions are inter-
laced with 3-D rendered cut scenes, an unfolding
story to motivate gamers to keep playing, and lots
of weapons. As you become more proficient in
handling one armored warrior, you get to add sol-
diers to your unit and try your hand at command.
Many gamers will welcome Terra Nova because it
is fast, challenging and varied. Others will find
that it is far too fast for them. The worst news is
that the weapon ranges are so long that many of
the special effects are wasted because the ene-
mies are small, almost stick figures, and
the explosions are smaller than gamers
expect. MechWarrior fans will elect to
keep their exploding Mechs, while Terra
Nova fans will watch from a distance.
—J. Wilson
Looking Glass Technologies (617) 441-
6333; http://www.lglass.com;
PC CD-ROM
Reader Service #302
A
Experience nation
h .l.-S ly.j'
) Cit>i‘ c * urtr -
y 5 TfS.la:
GkjiuImv,
.S.SihvJj,
%’lj'A.
CftJ.-ri
’cjif-
ale.
Jf 1 CUR
I.JtJL
.11 A n TH.
me at its
onquesC
nticed by the lure of exploring the unknown, you
cross treacherous seas in search of the New World. But be
warned! Europe's other conquering heroes are in pursuit
of the same glory.
Conquest of the New World™ is a single or multi-player
strategy game where you're in command of the explorers,
settlers, and mercenary soldiers destined to survey the land,
to build new colonies, and to protect your emerging nation.
As you search for new rivers and mountains, you'll come
across other colonies and encounter friendly and hostile
native tribes. Your growing nation is constantly at the mercy
of world events and the endless threat of surprise attacks.
Only through a perfect balance of diplomacy, exploration,
trade and warfare can you build the ultimate nation,
declare independence, and experience the true power of
Conquest.
Single or Multi-player action
for up to 6 over a network &
head-to-head with a modem
Colonies come to life in
stunning SVQA graphics
and exciting 3D animations
* . .."■‘V'"'-
i i i
' a.
r Apj- ,
\ .* j *_ - '•
Combat explodes with
the echoing blasts of
infantry, cavalry & cannons
. Victory can be achieved by “ An E-ticket Ride”
... ■ .. , , — Computer Gaming World
exploration, building, trade
or combat
“Conquest of the New World has l ljbkJ hom~
beauty 9 brains & depth — Strategy Plus ^
^ 7 JL BY GAMERS. FOR GAMERS.
Chart your course for the Interplay WEB site (http://www.interplay.com) and download the interactive demo.
©1996 Interplay Productions. Conquest of the New World and Interplay are trademarks of Interplay Productions. All rights reserved.
All other trademarks are the property of their respective owners. C(
Circle Reader Service U63
ON THE SHELF
Online Chaos Continues
Where Should Gamers Go For Multiplayer Games?
T here are more questions
than answers right now in
the world of online gaming.
Should you go with a ser-
vice that allows you to con-
nect your existing games
with other players, or
should you select a service that offers cus-
RODFARTHER Mpath’s customers will be able to play New
World’s Chaos Overlords online. The game lets you rule the
underworld of the near future.
tom multiplayer games? Should you use a
service that can be accessed by the
Internet or should you choose an estab-
lished service? What are the advantages of
each?
Investors and software publishers are
asking themselves the same questions. As
the Total Entertainment Network (TEN) and
Mpath approach their launch dates
(as in any software enterprise, the
operative acronym is RSN— Real
Soon Now) and industry observers
try to figure out The Microsoft
Network’s game plan and
Interplay’s alleged online strategy,
many gamers are wondering
where to turn.
Both TEN and Mpath plan to
offer multiple-server solutions to
reduce latency (the lagtime
between entering a command on
your computer and receiving a
response from the server or anoth-
er computer). With fast-paced
action games like multiplayer Duke
Nukem 3D or Quake, latency can
mean the difference between a frag or a
miss. Using regional servers, both services
will be able to reduce the average latency-
meaning a potentially more satisfying game
experience. Gamers will be able to enter
these new services by either Internet con-
nection or dial-up node.
Traditional networks have relied on pack-
et switching technology, which is so slow
that Cyberstrike players on GEnie may
shoot at robots on screen that have actually
moved to new positions according to the
server. As online gamers know, the more
people who enter the arena, the worse the
latency becomes. That’s why word of The
Microsoft Network's goal of putting thou-
sands of people in the same gaming arena
before opening another server seems unre-
alistic. Even if they were planning to use
TEN (Apogee plans to partner with TEN on
several first-person POV games) or Mpath's
(New World will offer Chaos Overlords on
this service) distributed server model, this
approach is a killer. Right now, the only
games of which we’re aware, that can han-
dle thousands of users in the same arena,
DESCENT II
Grab the Dramamine and
prepare for Descent II. This
360-degree, 3-D shoot-’em-up is nearly iden-
tical to the popular original, but it features
new textures and environments, 30 new lev-
els, 30 new enemy robots and 10 new
weapons. Descent II also introduces a guide-
bot that assists you in navigation, a thief-bot
that attacks you and steals your weapons,
and life-like light source rendering that
enhances the effect of movement. The only
thing missing is a re-orient button and a barf
bag for those new to the joy of twisting aim-
lesslessly out of control. — J. Anderson.
Parallax Software/Interplay (800) 468-3775;
PC CD-ROM
Reader Service #303
ADVANCED
TACTICAL
FIGHTERS
At first glance, ATE looks like
another US Navy Fighters expansion disc,
with a few new planes. There’s plenty here to
keep even jaded USNF fans engaged, though.
The new planes have stealth and thrust-vec-
toring aspects that let you use entirely new
tactics to complete the sim’s missions.
Videos of the real planes in action supple-
ment the sim module, along with information
culled from the authoritative Jane's All the
World’s Aircrali
But the real added bonus here is multiplayer
support. Go head-to-head over a modem link
or join a swarm of human opponents over a
network connection, flying any of the planes
14200 Trojan Way
U Mirada, CA 90638
(714)862-1783
,v - -il99S Shiny Ent.. Inc."-' All rights
..Circle Reader Service #283.
6 a w
olcf n la rala ls« 4 S « a)J <SJ » ft ii .
1 1 •* jjpf*}- .
www.westwood.poi
are play-by-electronic mail games on the Web like
Crossover Technologies’ President '96
(http://www.pres96.com). It can handle hundreds
of thousands of users because they don’t all have
to be online simultaneously and there are no real-
time responses. All results are resolved weekly.
Interplay's official strategy will not be
announced until the Electronic Entertainment
Expo (E3), but the company is expected to
announce a multiserver strategy with both
Internet connectivity and a traditional online strat-
egy that will supplement existing online servers.
As suggested in an earlier CGW editorial, we
expect the same type of product aggregation
strategy as we see in Interplay’s MacPIay division.
The E3 announcement is expected to include
numerous strong partners in this venture. More
on this next month.
Meanwhile, AOL has signed Kesmai (Air
Warrior, Multi-Player BattleTech, and more) as
part of the service’s new commitment to online
games. Expect lots of announcements from AOL
over the next few months. Further, Prodigy is
moving most of its content to the Web and is
expected to announce more dynamic multiplayer
games than it has had in the past. Finally,
CompuServe recently announced its new con-
sumer emphasis with W.O.W., but the games
announced there are versions of marble solitaire,
blackjack, a famous face type of “Concentration"
and a word puzzle . -Johnny Wilson
Look Out QuickTime...
M icrosoft has devel-
oped a new technol-
ogy called
ActiveMovie that will
make MPEG play-
back easier in
Windows 95, and facilitate playback of
various media from any source, including
the Internet, according to the company.
ActiveMovie is something of a "wrapper”
technology that serves as a structure
within which all media types, including
AVI, QuickTime, WAV, MPEG, and MIDI
files, can be synched and played.
Microsoft is positioning ActiveMovie as
a key multimedia title development tool
that tightly integrates with DirectX APIs.
ActiveMovie has its own internal time
code to which all streamed media can be
slaved, which is intended to improve
audio-video synchronization during play-
back. Multiple media types can be pieced
together as well; for example, an MPEG
file with a MIDI sequence added for back-
ground music.
The ActiveMovie playback process has
three integral components: source filters,
transform filters and Tenderer filters. The
source filter first reads data in from a
medium (hard disk, CD-ROM, network,
etc.) and passes it to the filter graph man-
ager. The transform filter decodes the
data, and then passes it to the Tenderer
filterer, which in turn renders the data
using DirectX APIs where possible (see
diagram).
The ActiveMovie technology is intend-
ed to be transparent to end-users, and
should ship to developers in June, with
ActiveMovie-ware titles to ship late this
summer— Dave Salvator
ActiveMovie
Filter Graph Manager
I Source L | Transform I
I Filter | | Filter |
Media
| Renderer I
| Filter |
Media
Destination
DirectX
MISSION CONTROL ActiveMovie will be an
extensible structure for playing most media
types, past, present and future.
in the simulation, from the F-4 Phantom to
the X-32 ASTOVL. The variety of planes avail-
able in multiplayer mode promises long-last-
ing fun-it’s like having an entire air force at
your command.-D. Atkin
Electronic Arts, (415)571-7171;
PC CD-ROM
Reader Service #304
EARTHSIEGE 2
With detailed textures atop the
polygon-based robots, new
robot types, better controls, a
robot to be flown in air combat, and a host of
new missions, Sierra’s Dynamix division
once again takes aim at MechWarrior.
Though this series suffers from not having
the rich universe and back story of the FASA
property and Activision design, the action is
the missions get hairier and hairier as the
game moves toward its climax. — Wilson.
Sierra (800-757-7707);
http://www.sierra.com;
PC CD-ROM
Reader Service #305.
faster and, at times, more furious than in its
competitor. Pure action gamers may actually
prefer this game to the more simulation-
esque design of MechWarrior 2. Regardless,
Earthsiege 2 features a planet under attack by
the Cybrids, those Al-controlled enemies that
turned on their masters in the original
Earthsiege. This time, it’s an all-out battle and
SPYCRAFT:
THE GREAT
GAME
If you thought espionage was
all about hanging out in Monte Carlo and sip-
ping martinis, think again. Developed with
input from intelligence experts William Colby
and Oleg Kalugin, Spycraft The Great Game
is low on the cloak-and-dagger stuff, but nev-
ertheless provides a high level of suspense.
As CIA case officer Thorn, you must sift
through and analyze piles of information
Most baffle lines are dratun over distance. Vours spans time ... and the
distance between in hearts.
From present-dag Paris, pur past becHons qou to a iourneq through the
depths of time. (Is William lbs, p most decipher the secret language of the
Hnighfs Templar, discover the mgsteries hidden in goer past, confront gour
mortal nemesis Wolfram, and rescue gour fiancee from the shachles of time.
ton'll need been deductive shills and expert swordsmanship to bring gogr
beloved bach with gou to the present. Chivalrg and cunning will be gour
guides on this incredible adventure.
Challenge It. Conquer it.
THEN IMMORTALIZE YOURSELF IN IT.
You could be one of the new villains in an (‘Motion sequel. Enter now for your
chance to be in the game! The first 25,000 entered will receive a free demo.
1 Name
| Address '
9 City State Zip
E-Mail
Mail to: l»Motion, 626 Santa Monica Blvd.,
Box 417, Santa Monica, CA 90401
For more info: 1-800-443-3386
http://www.imotion.com
Circle Reader Service it 103
SPA Focuses On The Pipe
Publishers Discuss Internet Potential At Spring Symposium
S oftware publishers once gathered
to talk about packaged products
and "the channel," marketing lingo
for the distribution system. Today,
they are gathering to talk about not
only the "channel,” but the "pipe,"
or the Internet and its potential for online applets,
games, services and distribution. At SPA’s Spring
Symposium in March, the subject on everyone’s
mind was the Internet and
the potential it presents for
the future.
SPA Executive Director
Ken Wasch announced that
Microsoft Corporation has
expressed its intent to place
the Recreational Software
Advisory Council's (RSAC)
Internet Ratings setup
screen on the next build of its browser-the
Microsoft Internet Explorer. This plan will allow
parents and consumers to set their browsers to
filter such material as Violence, Sex/Nudity and
Language based on threshold ratings. The rat-
ings, 1 indicating mild content and 4 denoting
extreme material, are currently used to rate many
existing computer games, and could be preset as
an Internet filter via software. The criteria used to
rate Internet material will be the same as that
used to rate over 350
titles from over 90 com-
panies in the packaged-
software market.
In other items of
interest to gamers,
Computer Gaming
World hosted a panel
on "Issues In Online
Game Development" which brought representa-
tives of new online services and existing game
developers together to speak about technological,
game design, and economic issues surrounding
the burgeoning multiplayer-game market. Other
panels dealt with using the Internet for advertise-
ments and customer service.
On the more traditional level, the SPA's
Software Packaging Group continued to develop
guidelines for using standardized wording and
package placement for systems requirements,
making shopping easier for everyone. Also in evi-
dence at the symposium were new materials for
the on-going Anti-Piracy Campaign. This year, the
battle will focus on consumer software piracy and
international piracy.
Robert Wuhl (Cobb, Good Morning, Vietnam)
hosted the black-tie Codie Awards Ceremony
where the following game-
related awards were present-
ed. For Best Action/Arcade
Software, the winner was
LucasArts' Dark Forces. In a
surprise victory, the winner
of Best Adventure/Role
Playing Software was a con-
sumer version of one of the
oldest educational games in the country, Oregon
Trail II from MECC. The Best Sports Software
award went to Papyrus Design Group’s IndyCar
Racing II. In what was the most controversial vic-
tory of the night for us, The Logic Factory's
Ascendancy was awarded Best Strategy Software.
The game has abominable Al, and we were
amazed at the number of judges and SPA voters
who felt the Al had given them a tough run for
their money.
Finally, since an educational title won the
Adventure/Role-Playing award, we felt turn-about
was fair play when a game won the Best Home
Learning Program for Adolescents: The Lost Mind
of Dr. Brain from Sierra On-Line, Inc.
- Johnny Wilson
using high-tech gadgets and tools just like
the guys at Langley. And you'd better be
quick about it; a Russian presidential candi-
date has just been assassinated, and the
U.S. president could be next. Worse, there
seems to be a mole in the organization, so
you'd better watch your back. Suffering only
from occasionally nonsensical dialogue trees,
and a relatively short length, Spycraft should
provide a few hours of intense, if brief, enter-
tainment until the next Tom Clancy novel
comes out. -K. Hedstrom
Activision (310) 473-9200;
PC CD-ROM
Reader Service #306
&
CH PRO
THROTTLE
If finding the right key on the
keyboard to activate your ECM
pod usually takes so long that you end up
with an AMRAAM stuck up your tail, check
out the CH Pro Throttle. This comfortable
throttle features four buttons and four four-
way hat switches, all programmable, as well
as a throttle that can send both analog and
keyboard commands. The DOS program
used to program the throttle could use an
interface makeover,
but it beats writing a
script in a text edi-
tor. Multiple charac-
ters can be
assigned to each
button/hat press and
release. The buttons
and hat of a CH-compatible joystick attached
to the throttle can also be programmed.
A great throttle choice for those who find the
Thrustmaster TQS overkill. Our only major
complaint is the lack of a detente to mark the
afterburner portion of the throttle movement.
-0. Atkin
CH Products, (619) 598-2518;
PC
Reader Service #30 7
CG
HAY 1996
Prepare For The Ultimate Body-Check If The Future
HyperBLade. The ultimate spirt. Fueled by the blistering intensity if spirts from the past:
hockey, lacrisse and speed-skating - to deliuer the mega-sport if the 2000's. Battling
ruthless players and uicious teams in a uuerld mbere brutality leads In uictnry.
AcliVisioH
Circle Reader Service H39
Hyperblade is a trademark of Activision, inc. © 1996 Activision, inc. wizbang! is a registered trademark of wizbang! software productions.
MS-DOS and Windows are registered trademarks of Microsoft corporation. All rights reserved.
Activision
Designed for
Microsoft'
Windows’95
Slick Man
ready to rip through
it —killing, intimidating,
bribing or extorting anyone
who gets in their way.
Victory is assured . . .
until this guy shows up.
> A strategic challenge for
gamers of all skill levels
• Hire and deploy 70 different gangs
as you conquer the future
» Multiplayer compatibility for up to
6 players over network, modem,
or internet connection
• Over 50 new technologies to
research from Kevlar Armor
to Plasma Launchers
• Multiple difficulty
settings and scenarios
Available for Windows 95
© 1996 New World Computing, Inc.
Chaos Overlords is a trademark of
New World Computing, Inc. All rights
reserved. IBM screens shown, actual
" screens may vary. All other trademarks
. belong to their respective holder(s).
READ.ME
A
Contests For Heroes,
H ew World Computing is sponsoring
a World Building Contest for the
Heroes of Might and Magic game.
The contest, which began March 1,
1996, and runs until midnight June 29, 1996, will
judge the maps created with the enclosed editor
in the Windows 95 version of the game (multiple,
separate entries are welcome). If your scenario
passes the crash test-two crashes and you’re
out-it will be judged on its playability and origi-
nality. The grand prize winner will receive a com-
plete multimedia computer system, with other
prizes including, software gift certificates, and
complete libraries of New World Computing
games. See the New World Computing Web site at
http://www.nwcomputing.com for entry forms and
rules.
Or, if you prefer covert operations, how about
an "espionage vacation" in the Bahamas courtesy
of Activision's Sypcraft contest. Five grand prize
Spies
winners will be trained in “spy” activities such as
surveillance, self-defense, the use of night-vision
equipment, and the ever-popular action movie
sequence-jet skiing. All winners will be chosen
by random drawing, but you better hurry-the
contest runs through May 13, 1996. For details on
how to register, visit Activision’s Web page at
http://www.activision.com. -Jill Anderson
interactive comedy spy thriller, you
become Jack, a self-confessed TV
trivia addict, who fancies himself as a
bit of a smooth guy, but is really a
penniless slob.
The basic plot of this point-and-click
game is predictable: Regular Guy
becomes a spy for a day. You have 24
hours to sniff out the bad guys, turn
them in, get the girl, and grab the
cash, while picking up clues, navigat
ing through mazes and avoiding an untimely
and gruesome death.
More entertaining are the lengthy non-interac-
tive scenes, which allow you to enjoy the far-
cical movie, and hear Jack deliver such clas-
sic lines as, “Don’t shoot me. I'm afraid of
loud noises!" An abundance of bodily-func-
tion humor combined with the geeky Jack’s
disgusting habits raise this to the “It's so bad
it’s good" category!
Not for everybody’s taste, but worth a look if
only to see the excellent video graphics and
the notable cast, including Rob Lowe and the
ex-James Bond himself, George Lazenby.
- C. Panther
Capcom (408) 774-0500;
PC CD-ROM
Reader Service #310
H'.ZONE
While playing Hexen, do you
miss your old Doom WAD
files? Looking for new worlds to conquer?
Well, I have good news and bad news for you.
The good news: H!Zone is a superb utility
that allows you to convert and manage WAD
files for Hexen, Heretic, Doom II and Doom. It
has many features and levels you will not find
anywhere else. The bad news: It has the
worst interface we’ve seen. Not only is it
coded in ANSI, it’s bad ANSI. The buttons
are cryptic and the operation clumsy. You will
need to read the book on this one. They did a
good job on the program, but perhaps the
designers should take some art classes.
-G. Fortune
Wizard Works (612) 559-5301
PC CD-ROM
Reader Service #308
HEROES OF
MIGHT & MAGIC
FOR WINDOWS
95
One of the best fantasy strategy games of
1995 has returned to the PC with all new
bells and whistles, improvements, and for a
new platform. Heroes of Might & Magic was
a stellar DOS based strategy game, and now
the Windows 95 version has appeared on the
shelves. However, the change of platform isn’t
the only new feature of this product.
Heroes for Win 95 also comes with a
scenario editor for creating your own
maps and scenarios. This is wonderful,
as it adds re-playability to an already
excellent game. You can draw your own
maps, or call up random ones and pop-
ulate it with your own mix of treasures
and monsters. But the fun doesn’t stop
there; New World has included 16 new
scenarios, and they’re not just more of the
same. And to top it all off, the Win 95 version
even includes a copy of King’s Bounty, the
predecessor to Heroes. All in all, a value-
added upgrade to a five-star game.— £ Chin
New World Computing (800) 251-9563
(818-734-7136 outside US);
PC CD-ROM; Windows
Reader Service #309
FOXHUNT
What do you get when you
cross James Bond with Jim
Carey? How about Jack Fremont, the anti-
hero of Capcoms’ new title Foxhunt. In this
cc
MAY 1996
'ri'D€$ OT
#1 Best-selling
New Release
-Source: PC Data, January 1996
...the UtsT STKfl
GAME OF ALL TIME
— Next Generation
fr 1 Computer Gaming World
READER’S POLL
—COMPUTER GAMING WORLD
MARCH 1996
-pc Gamer
It’s the reason we
DON’T HAVE SEX ANYMORE!
— Actual quote from
THE WIFE OF A TECH
Support caller
Now Available!
Warcraft II-
Beyond the Dark Portal
★ 24 ALL-NEW SCENARIOS
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CINEMATIC SEQUENCES
Circle Reader Service * 265
WWW.BLIZZARD.COM
800-953-SNOW
Leisure Suit Larry 7
H ere’s an early look at the space invaders that will be vying for i away, and they aren’t even playable yet, but at least you can see
room on your hard drive. Some of these games are still months ! what they look like, and get an idea what their intentions are.
T he next installment in the love
life of Larry Latter could well
be called "The Lust Boat." The
Baron of Bawd, Al Lowe, has
placed Larry on-board a cruise ship
full of enough buxom babes to get
Sierra arrested for balloon smug-
gling (ask an old frat
rat, if you don’t get
it). The caricatures
of such pulchritudi-
nous femmes as
Dewmi Moore and
Drew Barememore
are sure
Sierra
tion. Memo is
Sierra's answer to
Playboy's Vargas.
More importantly for game play, Al says
that this Larry will feature richer, user-
directed communication between Larry
and the "babes,” using a context-sensi-
tive list of key words. The next Larry is
expected to ship in time for this holiday
season.
Betrayal at Antara
S ierra is attempting to undo
the damage caused by its
Dynamix division when it
cancelled the sequel to the
Hall of Fame-winning Betrayal
at Krondor, the role-playing
classic based on Raymond E.
creatures than either Feist or
standard-fantasy fare. Antara
will be a skill-based game
where players can improve one
to five skills at a time through
"practice." Perhaps most inter-
esting will be Antara's new tacti-
cal combat, featuring a “dis-
guised” hex-style tactical
combat and new combat
options. We also think role-
players will be fascinated by
the way characters can
research spells by combin-
ing different areas of knowl-
edge. There are lots of
fresh ideas in Antara and
we hope gamers will give it
a chance.
Feist’s universe. With Betrayal
at Antara, a new team is using
new technology to develop a
new mythos. Antara will offer
some of the 3-D feel of the Hall-
of-Fame game, but will offer dif-
ferent cultures and different
Over the Reich
D esigner Charlie Moylan
enjoys breaking with tradi-
tion. His Flight
Commander 2 was a flight
combat strategy game, making
Interactive. You’ve just inherited
a Fantasy Resort for Rock ‘n’
Roll stars in this sinister and
bizarre 3-D adventure world.
With a brochure and a post
card in hand, you find yourself
at the front door of the dilapi-
dated resort. The caretaker-an
odd little fellow with an inge-
nious mode of transport— isn’t
particularly friendly, but you
should keep him on your side
as he’ll help you combat the
mischievous deeds of the toxic
twins who continue to thwart
your efforts. It’s up to you to fix
up the ol’ place and rebuild the
Muse Machine that pumps
energy back into the resort and
the visiting, ailing rock stars. If
you need more guidance, con-
sult the soothsayer, played by
Cher. 9 will be simultaneously
released for the Mac and PC in
early summer.
its mark in gam-
ing skies filled
with first-person
flight simulators.
Now, Moylan
teams with
Avalon Hill to
bring one of J.D.
Webster’s most
acclaimed board game designs
to the IBM. Over the Reich— due
this Summer-attempts to tack-
le the incredibly complex mod-
elings of WWII aircraft and
make them manageable, while
still retaining the high degree of
realism for which both design-
ers are noted. The operational
scale of the game is perfect to
show the grand sweep of the
Battle of Britain: radar, close
escort fighters, "hunter" tactics,
strafing, even night bombing,
are all scheduled for inclusion.
All in all, a grand undertaking
which looks to leave even the
ground-breaking (air-breaking?)
Flight Commander 2 behind.
N o, it's not a John Lennon
song, it’s the first game to
be released by Robert
DeNiro's soon-to-be-
announced company, Tribeca
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Circle Reader Service it 261
T hese are the products in development we’ve actually spent
some time with. They represent some of the most interesting
titles in the Pipeline, and they are complete enough to actually tell
how they’re going to play. Most should be released soon.
Quake Death Match
F rag, you're it. id Software recently unleashed a peek at its
latest horrific brainchild, Quake. Perhaps feeling some
heat from Duke Nukem 3D's buzz, the DooMinators have
released a death match version of Quake where you and
several close friends can blow each other into tiny pieces.
The so-called “technology demo” allows null-modem and
modem-based head-to-head matches, and up to eight players for a full-on
LAN-based splatterfest.
Quake is a true 3-D polygon-based world where everything, including the
players, has much more depth and realism than any of id's previous games.
Though some of the graphics are still pretty raw, the overall effect is enough
to keep you coming back for gore. Highlights include new weapons like a
nail gun, and its bigger, uglier cousin, the super nail gun. For more direct
results, the grenade tosser and rocket-propelled grenade weapons will leave
opponents speechless (and probably headless). As a match progresses, the
level becomes littered with carcases and assorted body parts from previous
meaningful rendezvous. Another highlight is the collection of sounds, rang-
ing from deep explosions to wrenching screams of anguish.
Because the death match is basically an early beta of the forthcoming final
version, there are some rough edges, though its rough-hewn state leaves it
much more configurable. The entire game is driven from a command
prompt where you can tweak a lot of different game attributes ranging from
the color of your player's clothes (can you say "camouflage"?) to the
amount of gravity the level has.
Getting a LAN-based frag-a-thon to work, with one system acting as the
“server” to the other systems, took some doing. However, having additional
players makes for enhanced mayhem.-D. Salvator
id Software (214) 613-3589
PC Shareware http://www.idsoftware.com/qss.html
EXCLUSIVE!
^Diamond Stealth
iamond
will be
shipping
its Stealth
3D 2000
by late
June, but we got hold of a beta
unit with beta drivers and were
pretty impressed. We checked
out the Stealth running an early
build of Descent II that takes
advantage of some of the
Stealth's rendering features,
and under Windows 95 we ran
MechWarrior 2 — DirectDraw
drivers and all.
The Stealth is based on S3’s
ViRGE 3D chip, and has hard-
ware support for Z-buffering,
MIR mapping, bi-linear filtering,
texture mapping with perspec-
tive correction, alpha blending
and fogging. The Stealth will
support titles using Direct3D
when they ship; meanwhile, the
planned software bundling will
include Descent II, Destruction
Derby, and Terminal Velocity.
The estimated
street price is
$249 with 2MB
of EDO DRAM.
In our preview
tests, the
“enhanced”
version of
Descent II was
expectedly
shaky in overall
performance,
but the render-
ing quality was
very impressive. Especially
striking were the detailed tex-
ture maps on the walls, and the
anti-aliasing of all vertices kept
the “jaggies" to a minimum.
aff &v&c the
ki& &n>e L%< &%£re. .."
By far, the largest, mo|t
detailed foes ever seen in
fighting game. Up to 3^4 of
the screen’s height.
Innovative screen panning”
zooming, real-time scaling, ''
shadows, and special FXXv
Interactive, animated' and)
detailed backgrounds.that
often hide special dangers/
8 characters, 2 champion^
and a nasty surprise. \§ .. .i
Special moves, combos, w’i
resurrections, & humiliation!
Blood sucking, claw slasl*-
ing, tail whipping, karate
kicking, fist ramming, body
slamming, blood spurting
action — need we say more?
i /
.revolutionary game design, it may indeed knock fighting fans into another
" " — Strategy Plus
Gen
INCORPORATED
Developed by Argo Games
Published by Apogee Software, Ltd.
Distributed by FormGen
■AK:
V ■
Software Creations Web BBS (http://www.swcbbs.com}
WWW Site (http: //www. apogee 1 .com)
CIS (Go APOGEE) AOL (Keyword APOGEE)
Circle Reader Service U2A7
nri
PIPELINE
HANDS ON
The frame rate was jiltery and
somewhat slow, but not surpris-
ing being an early beta build.
Also, as we flew the ship close
to walls, the Stealth’s MlP-map-
ping helped maintain image
integrity of the texture maps.
(MIP mapping stores multiple
texture maps of varying detail
that the
game’s ren-
dering
engine can
switch to as
you move
close to an
object. So
rather than
the wall's
pixels get-
ting progres-
sively blocki-
er, the ren-
dering
engine
switches to
another tex-
ture map for
better image qual-
ity.)
In Windows 95,
MechWarrior 2
ran well even with
a desktop resolu-
tion of 1024 x
768. Here again,
the frame rate
wasn't altogether
up to speed, but
the Stealth’s beta
drivers still let us
wreak some
mech-havoc without a crash.
When Diamond has final hard-
ware and drivers ready for
prime time, we’ll put them
through their paces, and tell you
what we found.— 0. Salvator
S3 Incorporated, (408)
980-5400
PC
■■
Microsoft Return of
the Arcade
T hey’re back!
Microsoft is
bringing
back four of
the old
arcade table-
style games from a decade
gaps of time. Now, you can
guide Pacman around the maze,
avoiding the ghosts and gob-
bling the buttons, while waiting
for that meeting to start. Or, test
your reflexes by shooting aliens
out of the sky and avoiding the
falling bombs in Galaxians
whenever lhat receptionist puts
■ ** *
v •#: **
1
■ & ♦ **
gone by, and fitting them nicely
on your desktop. Pac Man, The
Galaxians, Pole Position and
Dig Dug are back and identical
to the coin-op originals-right
down to the catchy little ditties.
What makes these games wor-
thy of resurrecting is that they're
easy to play, short games that
perfectly fill small (and large)
you on hold. And
the beauty of it is,
once the games
are installed on
your hard drive,
and opened like
any other applica-
tion, they can be
minimized into
the Microsoft task
bar at the bottom
of your screen for
quick, easy
access and
escapes. The problem is, the
games are as addicting as ever.
Return of the Arcade should be
gobbling up space on retailers’
shelves by the time you read
this.
—J. Anderson
Microsoft (206) 882-8080
PC CD-ROM Windows 95
9 Tribeca
6/96
10th Planet Bethesda
9/96
1943 European Air War MicroProse Summer 96
AD&D Deathheep SSI
6/96
Afterlife LncasArts
Spring 96
Age of Rifles SSI
7/96
American Civil War Interactive Magic Summer 96
Azrael's Tear Mindscape
6/96
Battleground: Waterloo Talonsoft
5/96
Betrayal In Antara Sierra
9/96
Blood 3D Realms/FormGen
Summer 96
Callahan's Crosstime Saloon legend Fall 96
Chessmaster 5000 Mindscape
5/96
D Acclaim
6/96
Daggerfall Bethesda
Summer 96
Dark Earth Mindscape
10/96
Diablo Blizzard
Summer 96
Duke Nukem 3D 3D Realms/FormGen 4196
Guardians of Destiny Virgin
Summer 96
History of the World Avalon Hil
8/96
Jagged Alliance Gold Summer 96
Leisure Suit Larry 7 Sierra
Fall 96
Lighthouse Sierra
6/96
Magic the Gathering MicroProseSummer 96
Master ol Orion 2: Anlares MicroProse
Summer 96
MegaRace 2 Mindscape
4/96
Micro League Baseball 96 Microleague 6/96
Microsoft Return of Arcade Microsoft 5/95
Mission Force: Cyberstorm Sierra
Spring 96
Monty Python & Holy Grail 7th Level Summer 96
Mysl II Broderbund
Summer 96
Nemesis Sir-Tech
9/96
Noir Cyberdreams
Over the Reich Avalon Hill
Fall 96
Summer 96
Pax Imperia II Blizzard
Summer 96
Quake id Software “When it's ready"
Return of Arcade Microsoft
Spring 96
Return to Kroedor 7th Level
6/96
Revereuce Cyberdreams
Fall 96
Robert E. Lee Sierra
6/96
Shadow Warrior 3D Realms/FormGenFall 96
Shadows ol Riva Sir Tech
8/96
Star Fleet Academy Interplay
Summer 96
Star Trader Mindscape
6/96
Superheroes MicroProse
Summer 96
The Last Blitzkrieg SSG
Summer 96
The Shrinking Character CyberdreamsWinter 96
Third Reich Avalon Hill 6/96
Threshold Mindscape
5/96
Timelapse GTE Entertainment
8/96
X-Com 3: The Apocalypse MicroProse Fall 96
Xenophage Apogee/FormGen
Q2/96
Voyeur II Philips
Z Virgin
7/96
Summer 96
©1995 Pulse Entertainment. Inc. Bad Moio is a trademark of Pulse Entertainment. Acclaim IJ a registered trademark of Acclaim , . . , ,
Entertainment, Inc. Windows Is a registered trademark ot Mlcrosoll. Macintosh Is a registered trademark of Apple Computer, Inc. http / WWW.badJTlOJO.COm
Circle Reader Service # 148
4<<|pim
for windows and macintosh®
For information, call 310.264.5579
YOUR JOURNEY BEGINS....
Inside a strange and desolate
building— a place where souls
are lost or found, you have the
perfect plan for escape. But
there is no such thing as a
perfect plan....
Bad Mojo sends you into a
world of eerie darkness...as a
cockroach! What you discover
may shock you. What you don’t
may kill you. Either way you
come out the same. You
lot even come out as a
person at all
Stunning 3D-rendered environ-
ments, beautiful photo-realistic
imagery, an original score
soundtrack and over thirty-five
minutes of live-action video pull
you into the mysterious and
gritty atmosphere of Bad Mojo.
FREE DEMO at
www.domark.com or
our Forum on AOL,
keyword Domark.
fast-paced, complex and challenging..."
-Next Generation
DESTRUCTION.
Blow Some Grey Matter Today.
"It gives the same satisfaction that
Crusader: No Remorse did, you basically
lay to waste anything and everything
around you." -Strategy Plus
"If you liked Origin's Crusader: No
Remorse, and wished it had multi-player
support, you're in luck with Total
Mayhem." -PC Entertainment
W ith few habitable planets in known space, and all
spacelaring races desperate for room to grow,
Gallius IV was a rare prize indeed. The newly dis-
covered planet seemed ready to ignite a war of pre-
viously unseen proportions. /Is the anti-matter beams began flying,
it became evident that the battle would have no victor— the mass of
firepower gathered over Gallius IV would only burn away the planet's
atmosphere if unleashed. It was a no-win situation. A deadlock.
A treaty was hastily crafted-the Compact of Gallius IV-as none
of the races wished to see their potential price incinerated. Each
alien race would send a group of colonists down to the planet,
equipped with only the bare essentials. The race that first proved
capable of building five cities-or the race that could first wipe out
all the other colonists— would gain possession of Gallius IV to
exploit or colonize as it pleased.
SWORDS OR PLOWSHARES?
That's the situation in Deadlock, Accolade’s game of planetary
conquest. As an alien commander, you’ll work to obtain Gallius IV
for your people, either peaceably or forcefully. Your opponents will
be one to six alien races with decidedly different strengths and
methods, driven by artificial intelligences or networked human play-
ers. Although it may seem somewhat derivative, at first, the richly
developed backgrounds of the alien races and the thoroughly
refined technology
tree give this game a
personality all its
own.
You’ll start out
with only 400
colonists, a city cen-
ter, a colonizer unit,
and 500 monetary
credits to your
name. Settlers have
a starter supply of
food, wood, energy
and iron. That’s it.
From there, it's a
matter of using those
EW • DEADLOCK
by Denny Atkin
resources to build a self-sufficient, expanding colony. Whether your
planetary conquest plans are honorable or dastardly, you’ll still
need to build a heavy infrastructure.
After settling in, you’ll zoom in on your home territory, where
you’ll build your initial colony SiMCiTY-style. Drop down farms,
mines, factories, power plants, universities, cultural centers, and
other buildings as you construct your colony. These structures
won’t build and run themselves, though. You'll need personnel for
the construction and operation of each building, as well as the raw
materials to build them. Personnel are the vital resource in this
game. The more workers you drop on a building square, the faster
it will be built, the more it will produce, and the faster it will be
upgraded when new technologies become available. You’ll start
with simple structures such as apartments and farms, but eventual-
ly shipyards, missile bases, tech labs, defense cannons, and other
high-tech structures come into play.
Which structures to build is only part of the game; where you
build them is just as important. Mines work best in rocky regions,
while the cracked earth squares are best for producing energy.
Some squares have bonus markers, and will produce above-normal
quantities of a given resource. When you expand into multiple terri-
tories, you'll need to consider in which territory you want to build a
particular structure. While you can transport resources between
colonized areas, it costs money to do so, and takes time to move
them. Occasionally, when exploring a new territory, you’ll come
Construct &
Conauer s**.
SimCity Meets Civilization In A Cosmic Battle Over A Newfound Planet
cc
58
MAY 1996
DEADLOCK • SNEAK
RESERVE FORCES You can distribute workers to speed production;
the mob in the apartment at center should be moved to the unoc-
cupied factory behind it.
across native shrines or precursor artifacts, which will provide you
with advanced technologies.
Once your basic infrastructure is in place, expansion is the name
of the game. You’re initially equipped with a colonizer, the most
basic of the military units. The colonizer can scout around for
acceptable territories, but your best bet is to colonize nearby in
order to keep your supply lines open. If you choose to attempt a
peaceable win, you’ll concentrate on defense and building your
economy to the point where you’ll have the cash and resources
needed to build city centers in five territories. Military success also
depends on a strong economy, but you’ll spend the cash on the
research needed to build the really big guns.
RACE FOR CONQUEST
Although all of the aliens start with the same equipment, each
possesses certain special abilities which will affect their strategies
for planetary conquest. The insectoid ChCh-t grow population
extremely quickly. The Vorlon-like Cyth have psionic abilities they
can use to devastate their opponents. Also, since they're always
depressed, they aren't affected by low morale like the other races.
Humans, not surprisingly, have an income advantage due to
their talent for profit and trade. The horned, chronically ill Maug are
superb at technological research, while the warlike Tarth build
incredibly strong armies; The naturalist Uva Mosk are brilliant at
extracting resources from the planet, while the telepathic Re’Lu
always know what's going on with the other races.
Unlike the animatronic-like computer animated aliens you may
have encountered in other games, the Deadlock aliens actually
manage to exhibit personality. The warlike Tarth are convincingly
portrayed as simple, doglike creatures, while the Re’Lu come
across so smarmy and self-satisfied that you just want to reach up
to the screen and slap them.
Brags, insults, threats, and complaints are among your psycho-
logical arsenal. Usually they're at least amusing, and occasionally
laugh-out-loud funny. The slow, militaristic Tarth may send a mes-
sage along the lines of "Now not good time to be Tarth; maybe yes-
terday, but not today," when things are down for them. On the other
hand, the Re’Lu are almost always snitty, with comments like “Look
over your map, notice the flourishing Re'Lu cities, and please be
jealous." The alien personalities carry into their architecture as well,
and the included novella gives thorough details on each race's his-
tory.
One race refused to participate in the Gallius IV experiment-the
Skirineen. While they consider themselves above equal competition
with “inferior” races, they still condescend to take their money. The
Skirineen serve as Deadlock’s black market, selling resources,
information, technology, and arms to any race willing to risk the
repercussions of being caught dealing with them.
STAR TECH
Research is the key to ensuring that your alien race takes Gallius
IV. Building masses of basic troops and attempting to crush your
enemies without developing advanced technologies is ineffective.
Defensive technologies, often ignored in games of Deadlock’s ilk,
are heavily stressed here. Build all the Laser Troopers you want-
chances are the enemy's Defense Cannons will take them out
before they can scratch anything. Neuron beams allow you to cre-
ate Anti-Matter defense systems.
Not all the technologies are military in nature. Advanced tech-
nologies are also needed if you’re going to remain economically
competitive, and they aid in keeping your people happy. Metallurgy
lets you convert iron into steel. Matter synthesis allows you to build
food replicators,
and a well-fed
populace gener-
ally has a better
demeanor.
Interlink comput-
ers eliminate
transport costs,
and allow units
to move a greater
distance. Some
technologies
have crossover
utility: automation
HAY 1996
CC
►
EW • DEADLOCK
speeds the conversion of ore and the production of military units,
and chaos computers not only speed research, but also let you
build Starflare Bomber units.
Striking a balance is the key here. Economic and material infra-
structure is vital, but don't let your defensive capabilities fall
Select Building
121
Factoiy
Requited T o Build
150 ci.
100 Laboi
50 tons of metal
Produces
Tiade Income
Steel (with Metalurgy)
Tiiidium (with Moleculai Restructuring)
Militaiy Units
[~ Show All Buildings
Build ] Cancel | Advice
INDUSTRIAL EVOLUTION Factories are crucial to military and peaceful expansion. They
build combat units, and convert iron into steel.
behind. All the money in the world won’t help if you get caught with
your pants down (assuming the race you’re playing wears pants).
BATTLE CRIES
In the Alpha version of Deadlock, the actual battle sequences
were the weakest elements, particularly when compared with the
strong resource management and exploration elements. You can
tell forces to concentrate on eliminating buildings or populace, or
take a defensive strategy; you can also set a damage level where
the unit will try to retreat. You get a report on how the battle played
out at the beginning of the next turn, and you can optionally replay
a video of the fight.
Basically, you end up with only a little more control over the bat-
tle than in games like Civilization. The Deadlock team is consider-
ing other combat options that allow you to pinpoint specific build-
ings to attack, so you could, say, take out a threatening missile silo.
The dilemma is balancing the desire to give the user some strate-
gic control over the fighting while not making all the other players
in a multiplayer game sit around and wait on the battle’s resolution.
FRIENDS AND ALIENS
Although Deadlock should fare well as a single-player game, it
truly shines as a multiplayer experience. Up to seven human players
can participate. The game’s Taunt feature is enjoyable even in single-
player mode, but it's particularly enjoyable when friends and ene-
mies are the targets of the computer’s ruthless jibes. You can create
custom taunts, but you'll have more fun listening to the computer's.
Choose to send an Insult, Threat, Brag, or Complaint and a beauti-
fully animated 3-D alien will pop up in a window on your opponents
screen and annoy them with a randomly chosen witty dig.
Deadlock's designers have taken into account (he time limita-
tions inherent in multiplayer games and included a number of fine-
tuning options that will allow you to tailor the game’s length. An
optional Fast Production feature speeds the building of cities and
industrial output. You can set victory to require 5 (the default) cities,
or bump it to 7, 10, or 15 if you’re looking for a marathon-length
game. Custom planet sizes can increase-or reduce-the chances
of bumping up against an unfriendly neighbor.
Finding opponents shouldn't be too difficult. Deadlock supports
LAN, Internet, modem, and even e-mail play.
LOCK AND LOAD
This is definitely a hybrid game-not only will you be put in the
mind of SimCity 2000 and Civilization, but the economics and
exploration elements may remind long-time gamers of the another
classic. If all the elements continue to come together as well as
they have so far, this could very well be the M.U.L.E. of the 1990s.
Ask any long-time gamer and you’ll discover that's high praise
indeed.^
AlCarumba
T he weakest part of the alpha version of Deadudck
that we examined was the artificial intelligence. Of
course, at this point in development, the Al was
still even a bit confused about some of the rules.
Thus, much of our play so far has been in network mode. We
quizzed Deadlock's programming team about the Al that would
drive the final game. It seems that the alien Als will function
more or less like the government bureaucracies, only they’ll be
efficient.
At the head of the organizational chart of each alien race's
Al structure is the president. It’s this randomly chosen charac-
ter who will determine the overall tactics of a race in a particu-
lar game— economic or militaristic. The president chooses Al
ministers of technology, defense, war, government, commerce,
and labor each of whom is responsible for managing certain
sectors of the colony’s infrastructure. The labor minister, for
instance, attempts to provide as many happy workers as possi-
ble. To accomplish this, he requests the necessary resources to
provide enough food, culture, and housing to create a happy
and growing populace. Similarly, the defense minister does
what’s necessary to keep from losing territory, by requesting
the resources needed to build defensive weaponry and the mili-
tary forces needed to protect each territory.
Each minister is assigned a priority by the president, so a
warlike government is more likely to favor the technology,
defense, and war ministers' requests. All of this goes on
behind the scenes, invisible to the player. Accolade is consider-
ing implementing an extra set of the Al ministers who could
offer the player advice upon request, informing you of the tac-
tics they would choose if playing at the behest of an Al presi-
dent.
These techniques should result in computer players who
play with rich, involved strategies that involve building a com-
plete infrastructure, instead of simpleton routines that concen-
trate only on the resources that are absolutely necessary to
win the game.
cc
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©1995 Intergalactic Development, Inc. The War College Is a trademark of GameTek (FL), Inc.
2999 Northeast 191st Street, Suite 500, Aventura, Florida 33180 U.S.A.
Circle Reader Service if 235
JB E R G
• Solid modeled 3D battlefields, units and unit frontages.
• Hundreds of pages of on-line interactive historical and
biographical documentation.
• Basic disk includes the battles of: Pharsalus, Antietam,
Austerlitz and Tannenberg.
• Change dozens of variables that the computer uses to
calculate combat, movement, morale, range of artillery
fire, effectiveness of musketry fire and melee combat.
The War College defines “cutting edge" technology in
computer war gaming with artificial intelligence routines
recognized as “the world’s best!”
H IN U E
The War College'! 1 . . the most sophisticated, most successful
military battle simulator, brought to you by the award
winning authors of - The Universal Military Simulator
I & II - the best-selling computer wargame of all time!
W elcome; Cadets'. As you’re . ,
undoubtedly aware, the- .
galaxy is* a harsh, inhos-
pitable place, where the
unprepared willquickly find
that in space, you can hear. -
yourself scream.. OUr jpb is to keep that from
happening.*, ‘ . * .
In-the pages following you’ll find guides ‘
that will show* you the proper, strategies' for
survival and vi.ctory in three galactic environ-
mand decisions. If planetary combat is. your
field *of choice, the tactics id the MecAwarrior
, 2: Ghost Bear’s Legacy strategy guide should
prepare you well. If your speci.al.abilities
have landed you in the' Temporal Investigation.
Brigade,* ydu’ll. find the tale .of the
Chronoma'ster an invaluable guide to solving
mysteries that span- the strMrtflBjHime.
If your aptitude *tests have shown that your
prowess- is in the Galactic Accpn#n% Corps
rather than in the cockpjftBfaStarFhry, don’t
ments. Space combat pilots will find the despair. Point ydurwdnbrmivser to
guide to Wing Commander IV not only helpjul www.zdnet.com/gaming and follow the
for mastering offensive and defensive maneu-""' lessons. ia our guide to Space Bucks.
vers, but also a good guide to making com-
by Scott A. May
BACK IN ACTION
Forty years of interstellar war with the Kilrathi have
to an end. Your alter ego, war hero Christopher
Blair, has retired from the Confederate Navy to become a
farmer. Yet all is far from serene in this corner of the universe.
Renegade troops from the Border Worlds, who fought so bravely along-
Terran forces in the Kilrathi wars, have begun attacking non-military
ships. Admiral Tolwyn, now commander of the Strategic
Readiness Agency, vows to eradicate the rebels, ending speculation of
civil war.
Blair soon finds himself recalled to active duty, a message gleefully
delivered by the abrasive Maniac, his former star wingman. The pair
immediately to Tolwyn aboard Confed's new supercarrier
Lexington, commanded by their trusted old friend, captain Eisen. Blair
soon notices something odd about Eisen’s behavior, as if he’s hiding
something. Not long into the initial missions, Eisen is unceremoniously
removed from command. He’s replaced by the arrogant captain
Paulsen, who comes aboard armed with a brazen attitude that smacks
of Tolwyn’s influence.
Otherwise faithful crew members begin to question Paulsen’s pres-
ence and Confed's harsh directives. Is this conflict with the Border
Worlds a setup? The rebels' declaration of independence seems oddly
HIDE AND SEEK Plier’s cloaking device will get you out of many jams, and is your best
defense in some of the game's tough covert missions,
pleasing to Tolwyn, who uses the announcement to escalate the Confed
offensive. What could be his hidden agenda? As tensions mount, a fate-
ful decision must be made: Do you back the system, like any dutiful sol-
dier, or do you trust the instincts that tell you something is horribly
wrong?
MISSIONS CRITICAL
Nuances: most missions in WC4 are full of them. Sometimes it’s
best to ignore your instincts and read between the lines of your mission
objectives. For example, in one of the earliest missions, you’re ordered
to follow a group of pirate ships to their home base. Your natural ten-
dency may be to ride their tails, an itchy finger poised on the fire button.
Get too close, however, and they’ll jump, leaving you high and dry.
Instead, stay about 20,000 klicks behind until they approach their base,
then press T to target the carrier. When the computer announces “mis-
sion complete," stop immediately and return to base before you’re spot-
ted.
On the first ground mission (B3, see the mission chart sidebar),
►STRATEGY - WING COMMANDER IV
DOGFIGHTING
WITH
HELLCATS
Tactics To Keep Torpedoes Out Of Your Tailpipe In Wing IV
T he price of freedom is eternal vigilance. This
is a phrase you'll hear repeated often in
Wing Commander IV, Cadet, and it's your
key to success in Origin’s latest and great-
est space combat adventure. You'll find this
is no ordinary pilot training; here you'll learn
that sometimes you'll have to make some hard choices
that aren’t covered by the reg books.
No longer confronted by one conspicuous source of
aggression, the game continually blurs the line between
good and evil. This is a superb blend of character study,
twists and white-knuckle action, where survival
as much on logic skills as tactical prowess.
'Mrygearheads:
War is
fun.
f
A fast-paced, wacked-out,
wind-up toybox full of fun.
Say hello to Disasteroid,
Zapbot, Deadhead,
Kangaruffian and company.
You'll pick a team for
speed, power and
maneuverability. Then
launch them against
an opponent or
your computer.
environments, each with increas-
ing levels of difficulty. You'd
better have a strategy and
think fast. 'Cause the one who
ends up with the most toys wins.
Gear heads. For grownups
who still like to fight over toys.
For Windows and Mac CD-ROM.
uinous war ol wind-up toys
PHILIPS
Circle Reader Service til 43
SAY CHEESE In the photo recon mission, use Smart Targeting to eliminate those pesky
ground defenses, then snap away.
you’re required to take reconnaissance photos of the ground base in
preparation for the next mission, hostage rescue. First take out the SAM
with your Hellcat’s main missiles, then turn your attention to the
Banshee fighters. If you detect an incoming missile launch, turn into the
missiles and immediately drop a decoy, then veer after using afterburn-
Once all threats are eliminated, turn off Smart Targeting and toggle
on your cameras, using the H key to avoid accidentally blasting the
base (and the hostage). If you take less than ten photos, you’ll
the mission and encounter heavy fighter attacks as you return to
incoming missiles. Afterburn ahead of them (toward
the transports), reverse direction and use Stormfire
cannons to take out the torpedoes. Don't waste time!
The longer it takes to destroy the frigates, the more
missiles and Hellcats you’ll have to face.
One of the game’s first truly difficult missions
requires you to infiltrate a Comm station by depositing
and retrieving two Manned Insertion Pods while fend-
ing off wave after wave of fierce Hellcat attacks. Your
first objective should be to destroy the nearby radar
buoy, which will limit the total number of Hellcat
attacks. This is the first mission in which you’ll use
Plier’s cloaking device. Cloak to avoid immediate
detection and take out the radar buoy. Next, launch the
two MIPs and turn your attention to the Hellcats. As
this mission nears completion, prepare for a stunning
blow: success requires that one of your close friends
must die. When the MIP signals a launch from the
Comm station, drop shields to 75 percent, switch to
the Avenger’s rear turret and turn on tractor beams. Make sure your
ship remains aimed directly at the target MIP, but not too close, then
hold down the fire button to draw it into your bay. Turn off cloaking
before retrieving the MIP, even if you’re under fire, because it's next to
impossible to locate the MIP signal on the black-and-white cloaked dis-
play.
FIGHTING WORDS
In combat, you'll need to be ready to react instantly. Two of the most
potent weapons in your arsenal don’t go “boom’’ at all: the Leech Gun
TALK TO ME To avoid unnecessary legwork, press the M key aboard ship to quickly find crew
members eager for conversation.
►STRATEGY - WING COMMANDER IV
In the following rescue mission, take out the
turrets and SAM sites as soon as possible
and keep close watch on the transport ship: it's a
sitting duck atop the complex. Lose the transport
and you’ll lose the game.
Another ground mission, near the middle of the
game, takes place on Circe, where you must pre-
vent 10 hover tanks from destroying the Climate
Control Center. They move fast, so be diligent.
First, order your wingmen to attack the marauding
Hellcats, then concentrate your efforts on the tanks.
Choose a fast self-locking missile, such as Image
Recognition or Friend-or-Foe, then engage in a
series of low-level strafing runs, targeting and firing
at multiple tanks as quickly as possible. Don’t for-
get to watch your altitude!
Your first mission in the Orestes system is to
save a Border Worlds convoy from pursuing
Confed forces. Upon arrival, Confed Cap ships
already launched torpedoes, with more to fol-
if you don’t quickly disable the frigates. One
tactic is to immediately order wingmen to attack
the Cap ships and concentrate your efforts on the
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the OMEN Vagabond’s first loss at cards sets an eerie mood; foreshadowing plays an
important role in many of the game’s cinematic scenes.
T he game world of WC4 is a vast, unfriendly universe, gov-
erned by a complex branching storyline. The path you fol-
low is indirectly affected by the remarks you make during
cinematic encounters, but mostly by your in-flight perfor-
mance during combat, covert and recon missions. Game flow is divid-
ed into 13 mission series of various length, each containing between
1 and 7 total assignments. Not all missions are essential for comple-
tion of the game. In fact, many are dead ends, accessible only if
you've followed the wrong course of logic or failed to complete the
objectives described in the preliminary briefings. The following chart
outlines each series (coded A-G and J-O), the total number of mis-
sions available, and how many are cmcial to fly a straight path
through the game. To view your current location in the game, press
Alt-V at any time during spaceflight. For example, B5 indicates you are
on the fifth mission of series B.
The game features 48 missions. If you were to chart a direct
course from beginning to end, no fewer than 37 of these must be
completed. There are two different losing endgame sequences, spread
among 19 critical junctures in your overall adventure.
SERIES
TOTAL
CRITICAL
CODE
MISSIONS
MISSIONS
A
1
1
B
6
4
C
3
3
D
3
3
E
2
2
F
3
3
G
3
3
J
3
2
K
7
4
L
7
4
M
4
3
N
5
4
0
1
1
BROTHER'S KEEPER Wingmen play an even greater role in WC4.
Choose one with high morale and an aggressive spirit if you want to
survive.
►STRATEGY - WING COMMANDER IV
spread of its five ion blasts, you’re more likely to score hits
even if your aim is 1 a bit off. The Scattergun is also an
excellent choice for taking out Cap ship turrets, as well as
the rear turrets of enemy fighters and bombers.
Taking a pounding from enemy fighters? Reduce power
allocations to your engine and damage repair to fortify your
shields and weapons, then call for wingman assistance (if
available). You may lose speed, but your shields and guns
will recharge must faster, at least giving you a fighting
chance. When the incoming barrage lessens, switch all
power to damage repair, but keep a close eye on your radar
for more fighters. Remember that you can also lock individ-
ual power systems to keep them from draining completely.
An effective tactic when attacking Cap ships with the
Banshee or Dragon is to Autoslide (initiated by pressing the
Caps Lock key). This lets you turn to face your targets while
maintaining a steady forward course. The downside to
cc
and Leech Missile. Rather than releasing energy, they absorb it, over-
loading the target’s power system and often rendering it totally disabled.
One missile should disable even an Ace-level fighter. Hound their tail
lire quickly before they drop a decoy, otherwise you’ll waste a mis-
After one hit, your opponent’s ship will begin to lose power and
considerably. Press the Y key to match your target’s speed, other-
you run the risk of overshooting them, or worse, ramming them,
ech Guns are also highly effective against Cap ships. As you make
run, take note of the percentage counter that appears next to your
readout. Usually two or three runs will be enough to bring it
up to 100 percent, leaving the behemoth drifting helplessly in space.
Scatterguns, found on the Banshee light fighter, prove especially
effective against heavy fighters and bombers. Described as an “ion
shotgun,” Scatterguns have a much wider spread than most other
weapons and are nearly twice as powerful as the Banshee’s primary
laser cannons. The refire rate may be slower, but because of the wide
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►STRATEGY - WING COMMANDER IV
DRESSED TO KILL Study your objectives and load the appropriate weapons. Leech
missiles help level the odds against bigger, faster opponents.
i autoslide is a dangerous vulnerability to attacking fighters. If under
releasing autoslide triggers a special maneuver called Slide &
which causes your ship to immediately head in the direction its
nose is pointing. Skilled pilots can use Slide & Pop to elude persistent
ships and instantly change the angle of attack during dogfights.
Rookie pilots are most likely to waste shots by firing at the first sign
enemy radar blip. The trick is not to fly too fast (overshooting your
or too slow (he'll zoom by so fast, you'll never draw a reliable
bead). Instead, lock the target and immediately match his speed. Watch
the ITTS indicator to turn red, which signals a sure hit, before firing.
Broadside attacks are often a matter of luck as much as skill; head-on
attacks ensure greater success, but are mutually dangerous to friend
foe. The best tactic is to lock a target and ride its tail. If you find
this role reversed, with an enemy fighter hounding your tail, switch to
rear turrets (if so equipped). Although most rear turreted fighters
automatic defense systems, manual targeting is usually more
Attack Bearcats from above and avoid using autoslide; their auto-
turrets will cut you to ribbons. Hellcats are pesky opponents,
to their rapid shield regeneration. For this reason, if you score a
hits on a single ship, stick to it like glue and blast away until
Hellcats and Banshees are deadly in numbers, especially
they group behind you. Drop some mines or use the Slide & Pop
to reverse direction, allow them to pass, then pop back on
six.
Avengers and Thunderbolts have deadly maneuverability. Use your
Leeching arsenal to slow them down to a crawl, then attack from above.
Both Thunderbolts and Vindicators are known for their kamikaze tactics;
if they can't shoot you down, they’ll try to ram you. If you're flying a
Dragon, you'll be able to see other Dragons even if they are cloaked —
just look for the telltale outline (or damage sparks, if they’ve been hit)
I and pound away.
OFFICE POLITICS
Character interaction in key cinematic sequences won’t
directly affect your ability to win the game. Your reactions to
dialogue prompts-negative or positive, cool or hot-headed-
will, however, sometimes raise or lower morale among individ-
ual crew member Keep in mind that some responses are
merely red herrings, adding spice to the dialogue with no
effect on temperament or loyalty. In fact, not all characters
have variable morale, particularly new recruits from the Border
Worlds. Wingmen suffering from low morale-such as
Catscratch, Panther and Hawk-are less likely to jump at your
command or give it their all during combat. You can ascertain
a wingman’s morale during in-flight chatter: If their response
is exuberant, they're flying high; if they seem indifferent,
they’ve got the deep-space blues.
Often the outcome of your actions won't be felt until much
later in the game. Because the game constantly blurs the line
between allies and villains, a pilot or commander you upset in
conversation may one day prove to be your mortal enemy.
Choose to confront Seether during the opening bar fight, for
example, and he’ll be extra aggressive in your final meeting.
Ignore him, on the other hand, and he’ll taunt your willingness to stand
up for your beliefs.
Though this may seem rather vague, the best advice is to follow your
heart-or in this case, the true nature of the lead character, Blair.
Remember that loyalty isn’t always defined by duty, but by the person.
Perhaps more than any previous game in the series, you have to be a
good judge of human nature and character motivation. Reward admira-
tion with quiet compassion, yet learn to temper your aggression when
confronted with a potentially volatile encounter.
any WC4 missions saddle you with seemingly impossible
objectives, outnumbered and overwhelmed by enemy
forces. What’s a red-blooded, resourceful spacefighter to
do? Cheat, of course. Just don’t tell anyone— especially
The most radical alternation you can make is aptly called Chicken
Mode. At the DOS command prompt, type: WC4 -chicken. You’ll
know you’re in business if the program loads with the line, “Chicken
Mode [ON] Boc Boc!" Now during space and ground combat, you
can press Ctrl-W to instantly destroy a targeted ship. Pressing Ctrl-Alt-
W will destroy all enemies on your radar. Unscrupulous pilots can use
this to virtually walk through the game, although you must still work
through the non-combat sequences as normal. A more ethical use of
Chicken Mode would be a last-ditch attempt to surmount some of the
game’s more frustrating missions.
Note that although Chicken Mode has no effect on game flow or
final outcome, any enemies destroyed by this secret weapon do not
count on your kill board. Be aware that cheating can also backfire on
you, destroying enemy installations whose capture or infiltration is
critical to completing your mission objective.
Origin has stated that “unofficial” command line cheats and hacked
TSRs could cause the program to crash and worse, possibly damage
data files, forcing you to reinstall the product and start from scratch.
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►STRATEGY - MECHWARRIOR 2: GHOST GEAR'S LEGACY
CLAW AND
FANG
A Tale of Ghost Bear Vengeance
by Martin E. Cirulis
M ech training. Where your mind must become one
with your machine. Experience can impart more wis-
dom than 1,000 instruction manuals. So, Cadet, read
through the transcript below, from a matrix discov-
ered by a Scavenger unit circa 3058. Many entries
were lost, but you'll discover that it not only contains
tactical references to pre-merger technology Mech combat, but also
valuable insights into the soc/pol state of Humanity during the Clan Era,
directly before the coming of The Fury. You'll find it a worthy reference
for the Mechwarrior 2 expansion module, Ghost Bear's Legacy.
Entry 23 (Mission 1): I won my
Right of Position with ease. My choice
of a Timber Wolf with a double LRM
load was perfect, and not only did I
shatter the Horned Owl that first came
at me across the frozen trial arena, but I
was able to put down the Grizzly that
waited behind the hills as well.
Entry 24 [Mission 2— Defend on
Mennendorf): If I were one of the Inner
Sphere rabble who pilot Mechs, I would
be off getting intoxicated somewhere. I
have fought my first actual field combat
and brought honor to my Clan. We were
told that there were renegade
MechWarriors, little more than pirates,
in the area, and that guarding the new
HPG array was important duty. In my
arrogance, I considered this mere talk to
help the untried save face. I was wrong.
Just after dawn, HPG security reported two Mercenary Mechs
approaching from the south, a 35-ton Raven scouting for an Atlas, a for-
midable assault-class Mech despite inferior Inner Sphere technology.
My Starmates raced to engage but something held me back in my
TimberWolf, studying my readouts. They had to see that they were out-
numbered and outgunned-and yet they loitered, a kilometer away from
the HPG, drawing my Starmates into a close-quarter fight. As much as I
wanted my share of the glory, the situation stank of Stravag trickery, and
so I maintained station, using my LRM’s in the support fire mode.
Just as I watched the Merc Atlas shudder with an internal explosion,
my proximity sensors went off. From the top of the cliffs behind the
HPG Array jumped four Ravens. They had used ECM to get close and
then powered up to full attack mode once they thought their feint had
drawn off our Mechs. As they fell upon the base, firing at will, I was
upon them like a bear roused early from his sleep. Their light armor
was no match for my high-energy claws, and before their relief force
could fight through my distant Starmates, I had reduced the four back-
stabbers to so much burning metal. With the base safe I was free to
switch back to my LRM racks and ravage the distant heavy Mechs.
Entry 27 (Mission 3— Trial of Position) The Draconis Combine has
torn the heart from The Bear. We may be the strongest Clan now, but
with our genetic heritage stolen there is no future for the Ghost Bear.
There will be no Terra for our Clan, there will be no survival, unless we
can retrieve the genes of our ancestors.
All non-garrison units have been recalled to Alshain to compete in a
Trial of Combat to determine who will receive the honor of Questing.
After a week of nearly constant combat, it is down to us and Zherinov's
Star. I have been told that Zherinov will field a Marauder, a Warhawk and
command from his Naga. Through careful study of simulations I have
decided that come tomorrow, I will vector my Starmates to engage the
Naga at close range while I destroy the WarHawk at long range. I have
earned the right to use a Kodiak and will be taking the LRM-20 rack and
BEARING DOWN A flock of Ravens come to pick the bones of the Bear HPG station. Wait until these cow-
ards hit the ground and tear them apart at close range.
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►STRATEGY - IV1ECHWARRI0R 2: GHOST GEAR’S LEGACY
Anti-missile system modifications. May Kerensky grant me the skill I
need to win victory, and the right to save my Clan from Inner Sphere
treachery.
Entry 28 (Mission 4- Defend Dropship): No sooner had my Star
won the Right of Combat than our Dropship was beset by Draconis
Forces. The cowards chose to drop from the skies, but this time they
had the firepower of a lance of Victors led by an Atlas. Thank Ursa, I
retained the modified Kodiak for this mission. The fighting was so fierce
we nearly failed to notice a group of solitary soldiers in primitive battle-
suits as they carried Nuclear Demolition charges toward our Dropship’s
hull. Without waiting for a lock, I sprayed the ground around our ship
with LRM fire, eradicating the battle-suits before they could arm the
bombs.
Nuclear Weapons! I could barely believe it as
the Techs decontaminated our Mechs. No won-
der the Inner Sphere is in chaos. They are like
mad beasts, not warriors. The Kurultai was right
to withdraw Batchall for the duration of this
quest. These monsters are too dangerous to
afford them honor.
Entry 31 (Mission 7, 8-Raid on Wolcott,
Circle of Equals): The raid on Wolcott went bad
from the start. I ordered my Starmate in her
Kodiak to destroy the Draconis Atlas on guard,
while my faster TimberWolf searched for the
Draconis General’s Mech-but before I could
get a lock, I was beset by pairs of Ravens that
failed to show up on my scanners. Somehow
the Draconis techs had discovered a way to con-
fuse our lock-on computers, and I was forced to
dodge through the trees, aiming with my eyes
alone.
Clan weaponry and armor helped carry me
through the ambushes. But, no sooner had I
given my word to the Draconis General that he
would not be killed if he told us where the
Mechs that had stolen our gene banks had
come from, when my commander called and
ordered me to declare vengeance on the man.
Seeing that the general’s violent death now
would serve no purpose other than dooming
the entire Ghost Bear Clan, I refused. The
information was given to me and the Khan her-
self has blessed my actions, but I must
nonetheless face my own commander in a Trial
of Grievance.
As much as it pains me, I know him now to
be a fool. He chooses a heavy Mech while I
stay with my familiar TimberWolf. As he
charges straight in, hoping to overwhelm my
armor, I retrograde at full speed on a tangent
course while pouring rack after rack of LRM
fire into him.
Entry 46 (Mission 14— Undeiwater Strike): Immediately after touch-
ing down on the murky seabed, I turned left and climbed the short
ridge in front of me. From the top, closest to the cliff face I spotted an
enemy Linebacker on a 345 bearing. It was shut down, and though I
could barely resist the urge to call the pilot out for honorable battle, I
knew that the underwater modifications had left my Mech unable to take
even one unnecessary hit. Instead of behaving like a Ristar, I acted like
the lowest Dezgra and maneuvered slowly to expose the Linebacker
without leaving the safety of my ridge. Then, with a Surkai on my lips I
fired four PPC’s straight into his cockpit. The comm didn’t even carry a
scream.
cc
|pnii
|||
H
^ y.'
IjgfS!!
between me and the last turret until I was
ready to destroy it at my leisure.
I switched to enhanced imaging to see
where the hull breach was, and jetted
carefully up through it, emerging to face
four Wolf heavy mechs at close range.
Three bursts of group fire were enough to
destroy the charging TimberWolf; then I
backed into a shielded corner, destroying
each enemy Mech as they came at me.
My sensor revealed a Rhino waiting in the
reactor room itself, but my concept of
honor has changed so much that I decid-
ed to allow the pilot to meet his fate with
the station. Knowing I would have less
than a minute to get free, I sighted on the
reactor wall unit from the cargo bay,
using the connecting corridor. A few
short bursts ruptured the core, and I spun
and raced for the hull breach. As tempt-
ing as it was to go at flank speed, I resist-
ed, knowing that the zero-G conditions would send me careening over
the exit instead of down it.
As I drifted downwards I triggered the autopilot and set the throttle at
four, so the moment I touched down on my Dropship’s hull, the com-
puter would take me to the airlock most efficiently. The lock doors were
almost safely closed when everything went bright white, and the dream
of the mad Wolves died forever.
(Garbled matrix.) ...eward my genes will be preserved for future gen-
erations, but would the Khan so ordered if she knew of my dou...
...another way? Are we better off being again as we...
...ssions of the warriors of the Inner Sphere. Love, hate, birth...
...Stravag all but. ...wonder?
It is not known if this warrior survived to fight the Long Retreat. The
last fragments of the journal are intriguing. Could he have sensed what
was coming?
I am probably mistaken. How could they have continued their useless
little wars amongst themselves if even one knew The Fury was coming
out of the dark for them all?
G host Bear’s Legacy provides a slew of new (and old)
Mechs to fight with, as well a couple of nasty vehicular
surprises. Mech-jocks would do well to pummel the
Schrek PPC tanks at very long range while moving at a
Tangent, and you will only make the mistake of coming too close to
an SRM-Cam'er once.
The Inner Sphere designs are nice to see, especially Old-timers like
jthe Atlas and Victor, but as far as the new Clan jobs, the only one
that competes with the TimberWolf is the Kodiak assault Mech. The
standard configs are all right, but I prefer to downgrade the Auto-can-
non to a 10 and slap in a large LRM rack and an Anti-missile battery.
- MECHWARRIOR 2: GHOST BEAR’S LEGACY
I charged forward, planning to use the explosion and steam as cover,
but when I reached the wreckage, two more heavy Mechs activated at
degrees relative and I was forced to take cover there behind an
upward slope in the cliff. As the enemy fire exploded uselessly against
cliff from below, I edged forward and waited for them to pull back
before I let fly with my torpedoes over the lip of the cliff. Once they were
both crippled I leapt down and finished them off quickly with PPC fire.
Twice, on the way to find the stolen Draconis Mechs, I found myself
to take cover from wings of attack subs. Though capable of
PPC fire, the subs were large and vulnerable to partially aimed
barrage from my weapons. I would charge to the top of a hill, unleash
or three fusillades, and then back down the shielding side before I
could be incinerated.
Once in the cave complex I switched to enhanced imaging to help
gauge the winding passages, and used the satellite map to precise-
Dlan my ambushes of the Mechs responsible for the theft of our pre-
birthright. Thanks to my raid we finally come to the end of this
The mad Crusader splinter of the Wolf Clan is responsible; their
of conquest require genes for future warriors. Their Khan ban-
mem and denied them children, so the Stravag took ours.
Entry 65 (Mission 17-Destroy Orbital Platform ): I retrieved the cells
of our ancestors successfully, but still it was not enough.
My Kodiak was modified for the space assault by adding jump jets of
four rating, and refitted with PPCs and barrage-class medium pulse
lasers. No missiles, as the action promised to be too fast for lock-ons to
be achieved.
I emerged from the airlock to an incredible storm of fire from four of
the Wolf Platform's turrets. The only way to find cover was to jet straight
up against the platform’s hull above me, switch to group fire and quickly
destroy the two turrets on my rear flanks. Falling back to my dropship I
ran and engaged the forward turret while keeping the platform's belly
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Circle Reader Service #214
by Charles Ardai
The time is out of joint;
O cursed spite,
That ever I was bom to set it right !
—Hamlet
used to say that time waits for no man, but that was in the
5 before stasis bombs could freeze an entire universe in an
ant. Those were better days, Jester.
Why do you say that, Korda ? You couldn 7 have made a fortune as a
designer of pocket universes back then, sweetie.
Fine, maybe not better. But easier.
Your life's pretty easy, Sugar Pop. You're retired.
What does that mean, Jester? A crisis comes up, Earth still calls me
to solve it. Remember when those two universes were thrown into
and we got a tip that five more were going to be sabotaged?
matter that I was retired then.
You were very brave, sweetie.
Maybe so-but brave ain’t easy.
What was so hard?
What wasn't? Let me jog your memory...
BURBS OF URBS
First came the call from Earth. I networked with my fellow designers
find out more, but every-
was in the dark. Two
had been shut down,
the designer of five oth-
ers had died mysteriously. I
at random: I'd deal
urbs first, Aurans after.
The job of restarting a
[ frozen world is a tricky one.
f First you have to set up a
’ resonance tracer at magnet-
ic north and then you follow
signal to the hidden
World Key. Only then can
you untangle the problem
! causing the stasis and get
j the gears moving again.
TIME FOR A CHAT In the time-twisted pocket universes of
Chronomaster, it never hurts to ask questions of
anyone-even parrots squawk out the truth occasionally.
On Urbs, a huge statue was blocking magnetic north. Exposure to
the bottled time I carried animated the statue, but I couldn't convince it
to move until I faced it wearing the uniform and insignia of the Urbs
army. A uniform was easy to acquire: dead soldiers lay strewn about the
battlefield at a nearby fort. A general’s insignia was on display in the
museum, but a laser security system made that harder to nab. After I
uncrated an antique shield and found a rag, though, I was able to polish
it off.
After raising the flag of Urbs’ enemies in the park, I woke the statue
again and it moved. The resonance tracer pointed me back toward the
fort, where my insignia got me past a scanner and into an armory. A
bound prisoner stood before the frozen beams of a robotic firing squad,
and I knew that if I passed too close the beams would emerge from sta-
sis and complete their deadly path. Fortunately, I found a way to shield
the prisoner from them. In gratitude, he gave me a tip I could use on
Aurans.
Checking my Direction Finder, I found my way to an elevator and
from there to a nuclear reactor guarded by one loyal guard and one fal-
tering guard. I knew that on a world like Urbs, it was the loyal guard I
had to back. Sure enough, the Key appeared, taking the form of a slid-
ing-tile puzzle. Piece of cake. Facing down the ruling council after stasis
was lifted was harder, but a combination of bluffing and discreet respect
did the trick. My sentence of execution was commuted.
THE WARRENS OF AURANS
Magnetic North on Aurans, like everything else on
this desert world, was buried under the sand. When
I tried to place my machinery, I dislodged a bottle
and woke the six angry jinn imprisoned inside. They
demanded to be fed the "Dates of Fasting" and flew
me to a fruit-rich oasis. But which fruit was I to
pick? Fortunately, my ship has detailed files on Earth
religions, and I was able to choose the right meal.
A trip to the canyons brought me face-to-face with
a rockslide, quicksand sinkholes, and a ravenous
Ketter beast, all frozen in mid-movement. Fancy foot-
work got me past the first two, but I had to feed the
beast a carcass from the oasis (along with some
bottled time) to get it to leave the scene. Once it was
gone, I took some tiles and a turban from the nomad
it had mauled. The turban would come in handy
►TIPS & HINTS - CHRONOMASTER
ITS ABOUT
TIME
A Private Tour Of Capstone’s Chronomaster
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►TIPS & HINTS - CHRONOMASTER
when confronting harsh
desert weather, though I
had to mend it first.
On a plateau near a lake,
I found Arabou the Trader,
whom the prisoner on Urbs
had spoken of. Talking with
him proved fruitful: he gave
me a magic flute and
magic sandals. The sandals
got me across the spider-
webs in the cavern, and a
bit more elbow grease got
me out of the maze that lay
past them. Then the flute
helped me go mano-a-mano with the giant spider in
the nomad camp. Facing down the nomad chief
required a more conventional weapon-fortunately, as
long as I was dressed like one of them, their guard
was willing to lend me a sword.
Generous people, nomads. Another lent me her veil,
and after I fortified it with my Universal Tool it got me
past the mirages that blocked my way to the palace.
Once inside, I visited the bathing pool (where my tiles
came in handy, once I used the flute to get rid of
another bather) and the treasury (where I heeded the
warning not to take too much). The harem was my next
stop, but first I had to pass a guard and another Ketter
beast. What would satisfy each? Well, I didn’t need the
sword any more, and no beast could refuse a nap after lapping up
some of the pool’s calming waters.
The World Key was in the harem, waiting only for me to give up the
bottle before it revealed itself. The crest of Aurans needed to be rebuilt:
fortunately, I’d seen it often enough, and jigsaw puzzles have never held
me up for long.
VIVA FORTUNA!
But the crisis wasn't over. The saboteur had made it to Fortuna, plan-
et of a thousand games of chance. I got there and found the enemy’s
ship right out in the open-but it was impossible to enter even after I'd
tricked the ship into eliminating the service droid that blocked my path.
The casino, on the other hand, was simple to enter. I tried my hand
at a few games, first using my Universal Tool and a lucky rabbit’s foot I
bought at the bar to improve my chances. I also talked to the bartender
about the race Fortuna’s ruler intended to participate in later in the day,
and to the band, which told me it would help me out if I found them a
new glifnod. Fortuitously, one of the ugly musical instruments was for
sale at the security counter. I played it like a pro, and the band gave me
a tip in return.
Next, after using the camera I’d found in the bar to duplicate a
guard’s badge, I used the fake badge to bum a ride on the subway.
Speaking of bums, a ragged guy in the subway gave me a tip I parlayed
into a nice gambling win, and helped me find the extra
ace that came in so handy (when paired with the other
ace I’d found in the casino) during the Wild West poker
game I wound up in at the end of the subway line.
Magnetic north happened to be in the saloon, and my
tools told me once again that the World Key was back
where I’d come from.
When I arrived at the casino, I found one guard
knocked out and, after hunting through the maze of
ducts and corridors she'd been guarding, the rest of the
security staff tied up next to a live bomb. Showing one of
them my badge quieted their fears, and covering the
bomb deadened the explosion. We reactivated the moni-
tors in time to catch the saboteur using his password to
open his ship. (My Universal Tool,
bless it, helped me make out
what he said.)
The ship opened just as easily
when I said it, revealing a partially
constructed stasis bomb and a
lockpick I was able to hammer
into just the right shape to get me
past the one locked door in the
tunnels. I walked in on the sabo-
teur-Milo was his name-but he
won me over just in time to pre-
vent me from arresting him. A
grave injustice had been done, it
seemed, and he was just righting
powerful wrongs. I made a quick decision: I agreed to join him.
I unraveled Fortuna's glifnod-like World Key puzzle, then joined forces
with Milo to beat Fortuna’s ruler in his race. (Milo’s stasis bomb helped,
once I finished it with a piece of hardware I’d found under a floor panel
near the security room.) Then we split up, Milo heading to Jungen and I
to the magical world of Cabal.
THAT OLD BLACK MAGIC
There were four planets in the Cabal system: Glitter, Glass, Gem, and
Forge. Glitter looked pleasant enough, until a local witch challenged me
to a deadly game of "Hangman.’’ The winning phrase told me some-
thing about this universe's ruler, Avalon Greer; but that aside, I was glad
to escape with my life.
I also left with an “Animate" spell, which proved useful when I had to
move the witch’s cat off her bookshelf so that I could learn more of her
spells. There was plenty more to take, too: a knife, a clam, a watering
can, plus a bucketful of tasty clam chowder. The chowder hit the spot
when I traveled to Forge and had to convince a hungry dwarf to let me
into his mines.
In the mines, I had my second chance to set up my resonance tracer,
and again I was rewarded with a puzzling line of prose in lieu of direc-
tions to Cabal’s World Key. The same thing happened on Glass, when I
set up my machinery in the Temple of the Phoenix (after teaching its
GOTTA BE THE SHOES Arabou gives you sandals that let
you negotiate the cavern webs. Why? He likes those cool
purple threads you wear
out ON the TILES Best keep your Universal Tool
out of the Nomad’s swimming pool.
cc
HAY 1996
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►TIPS & HINTS - CHRONOMASTER
GIVE UP THE BOTTLE The World Key is in the harem-where else would
the maker of a pocket universe keep his most private possession?
guardians what they wanted to know and making the necessary obei-
sances), and again on Gem once I’d used the frozen harp to move the uni-
corn statue out of the way. Four puzzling lines, no directions. Or were they
the directions? I recited them and found my machinery working normally
once again.
Two new locations were open to me. Before tangling with Avalon Greer, I
decided to investigate Cabal's glorious volcano. A strange tableau greeted
me: floating bubbles, sturdy and huge, one with a bedroom set inside. I
returned to Forge to borrow the dwarf king’s bubble wand and then used it
to transport myself to the largest bubble. A young woman lay in the bed;
when she rose she turned out to be Greer’s daughter, and was eager to
help me rescue her father from the evil spell he’d cast on himself. Her tips
helped me capture Greer’s floating spy, the “crystal eye,” and then her kiss
turned it into a tool I could use to defeat him. When I confronted him in his
tower, he surrendered.
All that was left, after I sent Milo some warnings that would help him on
Jungen, was to solve Cabal's World Key puzzle. This time it was a potion
rather than a spell I had to cook up. First, I planted the flower from the
bubble in the witch’s garden, then I watered it and collected its seed and
planted that. When it magically burgeoned, I entered it and used the caul-
dron I found inside to mix water, fire, wind, and earth, plus some powder
I’d made from one of the crystals I’d pried from the wall.
I drank, and was done with Cabal. But neither the worst nor the
strangest was behind me.
WELL, HELLO DALI
At least Cabal had been internally consistent, had made sense once you
accepted the rules of its magic. Verdry was a mess. It looked ordinary
enough at first, but soon you found that it was mad: no two locations fit
together sensibly, no one behaved rationally. It was like a dream.
I started out in a garden, where my Universal Tool enabled me to talk to
the plants. I collected bits of each plant while I was at it, just in case. After
a series of conversations pointing me towards a magnetic north I was oth-
erwise unable to locate, I returned to my ship. (Easier said than done: I had
to grow another plant just so that I could move a block of stone into posi-
tion to facilitate my escape.)
Following the plants' advice, I navigated to the asteroid located at the
MAY 1996 CG
Circle Reader Service #153
Experience 3d ai
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Circle Reader Service #73
►TIPS & HINTS - CHRONOMASTER
intersection of two celestial patterns. There I was able to take a reading that
pointed me toward the location of the World Key.
A strange monster blocked my path when I returned to Verdry’s gar-
dens, but I was able to communicate with it by pounding away on a
makeshift drum I fashioned out of a hollow stump and some plant bits.
Through the gates the beast had guarded, I found a maze of rooms con-
taining odd, incongruous objects: refrigerators and eyes on long stalks, a
mailbox and upside-down metal mountains, funhouse mirrors and a boy in
knee-pants. In each room I had to collect a wooden stair. In the mailbox
room, I had a stair sent to me by rearranging the letters in a note I
received. In the refrigerator room, I traded a table leaf I'd gotten in the
waterfall room for the stair that was wedged in its place. And so on, until I
had all but one of the stairs I needed.
DARK & deadly Cabal is internally consistent, ethereally beautiful, and
utterly dangerous.
The last one required me to capture the ruler of Verdry, which I did
using a corker of a trick I’d learned watching the jinn on Aurans, and then
to catch a moving picture show, after a fashion. (That puzzle looked to be
difficult, but I nailed it.) The stairs brought me to the World Key which took
the shape of a collection of timepieces. Here at last I was in my element. I
synchronized the clocks and then stopped time.
ROLLING THE DYCE
Milo rejoined me for our attack on our foes' sanctuary, a violent world
hidden inside an enormous Dyson Sphere. I did a little mechanical tinker-
ing with the sphere’s main entrance, and then used my powers of recall to
foil the computerized security system.
The ruler of Urbs greeted us with gunfire as soon as we were inside, but
a bit of tampering with his mechanized biosuit (which I carried out while
Milo kept him distracted) put him out of commission.
We explored the city, turning up a seedy “chop shop" where people
could buy bio-mechanical body modifications. I boned up on the surgical
techniques until I knew enough to help the chief surgeon. In return for the
help and our pointing him toward the biosuit we'd just liberated, he paid
me $50,000.
Next, we went to the city's largest estate, a high-security mansion outfit-
ted with a room for the ruler of each of the worlds I'd been to. The Fortuna
room featured giant dice, half a lottery ticket, and a coin lost between the
sofa cushions; I also took a circuit board from the large-screen TV. The
HAY 1996
cc
Circle Reader Service #153
"YIPPIE-KI-YAY*'/.@#?£f
Circle Reader Service U 268
►TIPS & HINTS - CHRONOMASTER
NATURE'S HANGOVER Bees that talk and eyes on stalks are but a few
examples of Verdry’s esoteric world structure. Keep your head, talk calm-
ly to the plants, and remember what the jinn taught you.
Cabal room featured wooden torches an a banquet table, as well as a
locked chest. The key was under the chest, and a door key was inside it. I
took the door key, along with some food for the road.
The key opened the Verdry room, which held more of the world's con-
centrated lunacy than I could stand to look at. I smashed all the glass I
could find (including the funny glasses on the jack-in-the-box), and used
the coin to get an eyeball out of the gumball machine in the corner. A
mushroom appeared, and I used a surgical clamp to pull it out of the
ground. Another key was revealed, along with a flute that looked like
Arabou’s.
This key opened the Urbs room, where a spare biosuit waited to be acti-
vated. Once I fixed it with the panel I’d pulled out of Fortuna's TV set, it
helped me smash open the door to the Aurans room. Milo, who’d been
captured when we reached the estate, was tied up inside and guarded by
both a Ketter beast and the nomad chief from Aurans. The flute got me
through this tense standoff, and the food I'd grabbed from Avalon Greer's
banquet got me past the beast. I collected Milo and the other half of the
Fortuna lottery ticket, and we flew off for our final showdown.
Before we could buy passage to the center of Dyce, we needed to cash
in the winning lottery ticket; fortunately, a one-eyed robot was at the head
of the winners' line and ceded his place to us in return for the eye I’d got-
ten in the Verdry room. We flew to the final hideout of the final villain,
where I used my resonance tracer and Universal Tool to solve the World
Key puzzle and throw Dyce into stasis. But the villain himself was harder to
catch, since he carried bottled time. When I grappled with him, he had the
upper hand-but he forgot about my foot. I kicked, and his time ran out.
IF I HAD WORLD ENOUGH, AND TIME...
So, you see, Jester, retirement isn’t all rest and relaxation.
But it all worked out in the end, sweetie. Look at what they gave you as a
reward.
I suppose.
Not every man has his own universe.
True. But at what cost? So many lives lost, so many ruined...
Don 7 think about it, Korda. Just rest and relax now, sweetie. You've
earned it.
cc
Circle Reader Service #153
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Circle Reader Service tt224
LOYD CASE* TECUNOLC
if Without
the right set
of drivers, you
can have per-
formance
problems even
on a 166-MHz
Pentium. 99
motherboard so that the 166 MHz
Pentium chip would run at 100 MHz.
When I powered up, Windows 95 detect-
ed that I had a new graphics card and
loaded a generic S3 968 driver.
Normally, I run Windows 95 at a reso-
lution of 1024x768 with 256 colors (1 pre-
fer speed over color depth unless I’m
doing serious graphics work.) When I
reset the graphics driver to my preferred
resolution, the first thing I noticed is that
my eyes hurt. Hie \isible flicker on the
screen was intense. As it turns out, the
generic driver doesn’t support the stan-
dard Windows 95 monitor tables, so even
though I’d told the system I had a Sony
I7SE, it acted as if 1 had a cheap 14’’ mon-
itor.
'I tying not to look at my screen, 1 insert-
ed the Windows 95 upgrade CD and
loaded the 32-bit driver. After a reboot, the
refresh rate returned to its normal high
rale and my eyes thanked me profusely.
Next, I installed two Windows 95
games that use DirectDraw:
Mkgi IWARRIOR 2 for Windows 95 and
WARI IAMMKR: SHADOW OF'n IK HORNED
Rai: MliCHWARRiOR 2 runs at a maximum
resolution of 640x480 (unlike the DOS
version, which can run at 1024x768). In a
busy battle, the frame rate went south dra-
matically. 'I he DOS version of
There are a few quirks in setting
up Quake for a LAN-based, mul-
tiplayer death match, but
Fragville is only a few steps
away: First, Quake, like most
IPX-based games, tends to fuss
about the Ethernet frame type
you’re using. Without getting
into too much netminutae, you
can easily tweak your frame
type in a file called NET. CFG
which normally lives in the sub-
directory with your other net-
work driver files.
In the NET.CFG file, look under
the Link Driver section, and
there should be a line that says
“Frame” followed by something
like Ethernet 802.2 or Ethernet
802.3. You can actually load
multiple frame types, but verify
that all opponents are loading the
same frame type first. Both the
802.2 and 802.3 frame types
work fine for gaming, just make
sure the frame type load order is
the same as your fellow fraggers.
After everyone’s logged on to a
common file server, the player
with the fastest machine will act
as a “listen server.” To launch
that, type “quake -listen" in the
Quake sub-directory, and once
inside quake, start a level (i.e.
“map test2”). You’ll see a mes-
sage saying “server spawned.” At
this point, up to seven
other players can
launch quake and type
“connect” at their
quake prompt, and
each will enter the
level and join in the
carnage.
f you read one of my lech
lips from several months
ago (you do read them,
don’t you?), 1 mentioned
that when you install
Window's 95, it doesn’t
always install an optimized
32-bit driver for your graph-
ics card. Depending on the
chip used by your graphics
adapter, a generic, 16-bit \ideo driver may
be installed which won’t take adv antage
of Win 95’s graphics enhancements.
The latest 32-bit graphics accelerator
drivers can make all the difference for
overall Window's 95 pcrfonnance. Since |
these drivers will probably also be
DirectDraw'-aware, they can make a
world of difference for Windows 95-nativc
games.
I popped the hood on my PC and
replaced my existing graphics adapter
with the Diamond Stealth 64 3200 board,
based on S3 s 968 chip. To get a better
idea how graphics performance will affect
the average game system, I also reset my
TECHNOLOGY
LOYD CASE
MliCl IWARRIOR 2 could handle almost
any combat at 640x480. Wari IAMMER
was even worse, particularly in a 3D battle
scene with more than a couple of units.
Clearly, Microsoft and the game compa-
nies must be lying about Windows 95
game performance. Well, not exactly.
"I'M SORRY, DAVE..."
Let’s digress for a moment, and talk
about the inner workings of DirectDraw.
One of the key internal features of
DirectDraw is its Hardware Abstraction
Layer . , or HAL for short (you know, like
the demented computer from 2001.)
which then reports hack to the program
what features the graphics card has, like
hardware acceleration, the kind of memo-
ry' it has, the chipset features, whether it
has a hardware cursor, and so on.
DirectDraw ’s HAL, is a key technology to
making hardware-independent game
titles, since a Direct Draw-aware game
calls DirectDraw rather than going
straight “to the metal.”
The problem here is that the HAL, must
be supplied by the graphics card vendor. In
other w ords, only the most recent graph-
ics driver for a particular card may have
DirectDraw support. Contact y our ven-
Wlien a DirectDraw-aware game access-
es the graphics card, it must go through
the HAL The program calls the
DirectDraw Application Programming
Interface (API), which in turn queries the
dor to be sure. If you’re running an older
Windows 95 graphics driv er, it may know
nothing about DirectDraw.
Currently, DirectDraw drivers ship
with titles that use DirectDraw, and are
DirectDraw I IAI „ installed along with the title itself. If the
These days, hard disks are get-
ting bigger and bigger. However,
even Windows 95 still uses the
old DOS file system, based on
the increasingly creaky File
Allocation Table (FAT), which is
basically a table which contains
information about where the files
and file fragments live on the
hard disk. The maximum number
of FAT entries is 65,535. The
biggest cluster size (also called
an allocation unit) is 32,768
bytes (or 32 kilobytes.) If you do
the math, you’ll see that the
biggest single DOS partition you
can have is 65,536 clusters of
32,768 bytes each, or a little
over 2.1 gigabytes.
Consider this: if you get a 1.2
gigabyte disk drive, and create
one big partition, each cluster
will be 32 kilobytes. This means
that a one byte file will take up
32 KB of disk space. However, if
you partition the drive into two
volumes, say a 1 GB volume and
a 200 MB volume, then the clus-
ter size shrinks to 16 KB. Since
there are lots of small files in
computer games, it’s much more
space efficient to have smaller
partitions. The tradeoff is having
more drive letters. The choice is
up to you.
Some of you may realize that
compression schemes, such as
Stacker or Microsoft's
DriveSpace, are very space effi-
cient, since they look like one big
file to the computer. However,
because of the unique nature of
computer game graphics, com-
pressed volumes may actually be
less efficient than uncompressed
drives. Most game graphics are
already compressed, and so the
file will seemingly take up twice
as much room on the com-
pressed drive, which reports an
amount of space based on a the-
oretical compression ratio.
For those of you who are curi-
ous: since I have six gigabytes of
disk space (one 2 GB drive and
one 4 GB drive), I just bit the
bullet and stopped worrying
about cluster size. I have three 2
gigabyte partitions.
lilies DirectDraw' driver goes to
query the DirectDraw HAL and
doesn’t find one, you have a less
than optimal situation. All is not
lost though, since DirectDraw
also has a HAL emulator. T he
emulator “fools” the
DirectDraw' driver into thinking
that there’s a DirectDraw HAL,,
and passes most of
Direct Draw’s calls to your rig’s
CPU. But there’s a pretty nasty
performance hit in going this
route.
TO HAL AND BACK
'I he adverse affect of Ihc
I IAI , emulator cannot be over-
stressed. The I IAI., emulator
knows nothing of the underlying
graphics hardware, so
DirectDraw (and hence, Ihc
game), can’t make use of all
those nifty features, such as
graphics acceleration, on the
card. Instead it uses standard
Windows graphics routines
(known as the Graphics Device
Interface, or GDI) to handle all
the screen graphics. CDI can,
and does, make use of some
accelerator features, but the
GDI is a very' high level abstrac-
tion. Trying to use the GDI for game
graphics is like trying to get a Chevy Nova
to “emulate” a Dodge Viper. You can do it,
sort of, but don’t expect to go 160 MPI I.
Next, I loaded Ihc latest and greatest
graphics drivers from Diamond, w hich
arc DirectDraw-aware. Out of curiosity, I
ran Ziff-Davis’s Winbench 96 Graphics
Winmark before and after installing the
drivers. I saw almost no performance gain
for standard Windows graphics.
However, WARI IAMMER ran much bet-
ter than before. Next, I started up
MliCl IWARRIOR 2. . . and got a black
screen. A quick perusal of the readme file
for Diamond’s new drivers uncovered the
fact that they do not w ork with
MliCl (WARRIOR 2 for Windows 95. T his is
a bug, not a feature. Diamond is trying to
fix the problem, and may have it fixed by
the time you read this. Check their BBS
or web site for an updated driver.
STAYING UP TO SPEED
Next, I popped in a Matrox Millenium
card, another fairly common graphics
card (it ships with certain systems from
Gateway, Micron, HP, IBM and NEC.)
The version 1.0 Window's 95 drivers also
exhibited relatively poor performance
with the two test games. Loading up the
rev 2.2 drivers made a w orld of difference
in both Wari IAMMER and Meci IWARRIOR
2 for Windows 95. In fact, Meci WARRIOR
2 ran better than the DOS version, which
was gratifying.
The moral of the story' is simple. If
you’re planning on running Windows 95
games, particularly games that use
DirectDraw, then make sure you have the
most current drivers for your graphics
hardware, and be sure they are
DirectDraw enabled. Without the right
set of drivers, it almost won’t matter if you
have a 166-MI Iz Pentium, you’ll still have
performance problems. However, once
you install DirectDraw-aware drivers, you
will be amazed at the difference in perfor-
mance. If you have access to the World
Wide Web (and you should!), y ou’ll usual-
ly find that the manufacturer of your
graphics card has the latest versions of the
driver for your card on its web site.%
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Martian Chronicles CD $40
Mission Critical CD S39
Monstrous City CD $44
Myst CD S48
Night Trap CD $28
Nomad CD $28
Normality CD $48
Odyssey CD $44
Offensive CD S39
Pandora Directive CD S54
Panic In the Park CD S35
Phantasmagoria CD S53
Pitfall W95 CD S43
Police Quest 5 CD S50
Power Dolls CD S30
Prisoner of Ice CD $42
Promised Land CD $41
Psychic Detective CD $44
QAD CD $39
Redjack’s Revenge CD $46
Riddle of Master Lu CDS48
Ripper CD S50
Rivers of Dawn CD $41
Sato City CD $40
Scroll CD S38
Sea Legends CD S39
Sentient CD S38
Separation Anxiety CD S45
Sham Shpade CD S35
Shannara CD S41
Shivers CD S37
Silverload CD S38
Simon the Sorcerer 2 CD $35
Skyborg: Into Vortex CD $44
Space Quest 6 CD $45
Space Ship Brainlock CD $49
Spaceship Warlock CD S29
Spycraft W95 CD S47
Star Trek: Academy CDS46
Star Trek: Voyager CD S48
Starship Troopers CD $39
Synnergist CD $40
Terror of the Deep CD $36
The Dig CD S47
The Orion Conspiracy $40
The Trial CD $44
Time Gate CD S42
Time Lapse CD $44
Titanic CD S44
CHIPS&BITS
INC.
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‘DESTINY’ puts
players in charge,
controlling the
development of
mankind, from the
Stone Age to the
Space Age.
Players determine
the fate of the uni-
verse, but unlike
any god game ever
developed, Destiny
allows players to
walk among sub-
jects in a 3-D
world. CD S45
‘WARCRAFT 2’
Return to the world
of Warcraft, where
the battle between
the evil ores and
the noble humans
rages on. With
powerful new
allies, terrifying new
creatures and inge-
nious new weap-
onry, the struggle
for the domination
of Azeroth contin-
ues over land, sea
and air. CD $46
'PGA TOUR THE
LINKS AT SPAN-
ISH BAY’ Com-
missioned by the
Pebble Beach
Company in
1995, the Links at
Spanish Bay
recalls the original
Scottish concept
of the game of
golf, established
over five hundred
years ago. For
use with PGA
Tour 96. CD SI 9
'AD&D DEATH-
KEEP’ An evil
necromancer has
escaped from Ns ice
prison and is wreak-
ing havoc on the
surrounding lands.
You must journey to
this bleak, frozen
wasteland and put
an end to his reign of
terror. 25 ominous
dungeons, 27 mon-
sters and dozens of
mind boggling puz-
zles. WIN95 CD S39
’PGA TOUR
96' Compete
against 14 differ-
ent featured
PGA Tour pros
or step into the
shoes of your
favorite player.
Each featured
pro is digitized
using actual
video footage. 56
pros in all, 2 cha-
pionship coursed
and instant
replay. CD $38
‘DUKE NUKEM
3D'Ass stompin’
aliens have
landed, and the
humans sud-
denly find them-
selves atop the
endangered
species list. The
odds are a mil-
lion to one, but
Duke Nukem
knows what's
got to be
done. Kick
alien butt! CD $48
IBM ADVENTURE H IBM ARCADE H IBM ARCADE H IBM ROLEPLAYING H IBM SIMULATION H IBM SIMULATION
Tommy CD $48
Torin's Passage CD $50
Touche CD $34
Treasure Quest CD S46
Trouble is my Biz CD $46
Under Pressure W95 CD $28
Under a Killing Moon $19
Urban Decay CD $39
Void Pirates CD $43
Voyeur 2 CD $42
Wetlands CD $19
Zeddas CD $34
Zork: Nemesis CD $53
INTERACTIVE
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3D Ultra Pinball CD S40
Arcade America CD $25
BC Racer CD S25
Batman Forever CD $36
Baltle Beast: Dead On $44
Blades of Rage CD $34
Clayfighter 2 CD $35
Corpse Killer CD $28
Crystal Caliburn $27
Crystal Skulls CD $40
D CD $44
Daggers Rage W95 CD $29
DefCon 5 CD $38
Dragons Lair 2 CD S39
Earthworm Jim 1& 2 CDS34
Earthworm Jim W95 CD$44
EndorFun W95 CD $25
Eurit CD $35
Exo Squad CD W95 $28
Extreme Pinball CD S29
FX Fighter CD S44
Fast Draw Showd’wn CD $37
Full Tilt Pinball W95 $24
Gear Heads CD $37
Go-Man 47 CD S44
Hammer Slammers CD $46
Hive CD W95 $35
Hodj & Podj CD $25
Hyper 3D Pinball CD S34
Judge Dredd CD $36
Last Bounty Hunter CD $37
Lobo CD $34
Lode Runner Netwrk CD $40
Looney Labyrinth Pinball $29
Maximum Surge CD $35
Mega Man X CD S44
Monster Island CD $44
Monty Python Waste CD S36
Mortal Kombat 2 CD S28
Mortal Kombat 3 W95 S46
MotoX CD $35
Pinball Classics CD $31
Pinball Fantasies Dx CD S29
Pinball Illusions CD $29
Pinball Mania CD S29
Pinball World CD S35
Primal Rage CD $47
Prize Fighter CD $47
Pro Pinball: The Web CD $28
Psycho Pinball CD $25
RayMan CD $35
Rebel Assault II CD S47
Revolution X CD $44
Royal Flush Pinball CD $22
Shell Shock CD $34
Space Ace MPEG CD $42
Space Runner CD $42
Striker CD $46
Super St Fighter 2 Turbo $31
S St Fighter 2 w/Ctrl CDS36
Supreme Warrior CD $44
Tetris Classic CD $19
Thunderstrike CD $44
Time Pockets CD $46
Toh Shin Den CD S42
Total Domination CD $39
Tri-Tryst W95 CD S24
WWF Arcade CD $45
WWF Raw CD $41
Worms CD S34
Zoop $26
IBM ROLEPLAYING
ADD Three Worlds CD $26
Alien Legacy $36
Anvil of Dawn W95 CD $34
Arena: Elder Scrolls Dlx$47
Betrayal at Antara CD $48
CyClones CD $24
Cyber Space CD $38
CyberJudas CD $32
Death Keep W95 CD S39
Diablo CD S46
Disciples of Steel CD $22
Dragon Lore CD S19
Dungeon Master 2 CD $38
Elder Scrolls 2 CD S49
Eye ol Beholder 2-3 ea SI 5
Forgotten Realms CD $44
Halls of the Dead CD $40
Hunters of Ralk CD $48
Kingdoms CD $19
Knights of Xentar $31
Lands of Lore 2 CD $49
Lord of the Rings 1 & 2 $19
Lords of Midnight CD S43
Menzoberranzan CD $19
Might & Magic 3-5 ea $19
Might & Magic Trilogy SI 9
Quest for the Grail CD S39
Ravenloft 2 CD $46
Realms of Arkania 3 CD$46
Riftwar Legacy CD $23
Robinson's Requiem CD $29
Star Trail CD $36
Star Trek Deep Space 9 $41
Star Trek NG Final Unity S46
Stonekeep CD $50
Spr League of Hoboken $34
Terracide CD $42
Thunderscape CD $44
Ultima 7 Series CD $15
Ultima 8: w/Speech CD $32
Ultima 9: Ascension CD$52
Ultima Trilogy 2 $19
Ultima U-worfd 1 & 2 CD $15
Ultima Underworld 2 $19
Ultimate Fantasy CD $19
Unlimited Adventures $19
Vampire the Masquerade S48
Wizardry Gold W95 CD S35
World of Xeen CD $24
1943: European Air War $49
1st Encounters CD S32
A-10 Attack CD S48
A-10 Tank Killer II CD S48
A.T.F. (Adv Tact Fight) S48
AH 64D L'gbow W95 CD S48
Absolute Zero CD $42
Aces of the Deep 2 CD $48
Across the Desert '41 CD $48
Across the Rhine CD $45
Afterlife CD $47
Air Combat Pac. '42 Gold $42
ACS Navy Fighters Gold $48
ACS Navy Fighters Exp S25
Air Warrior 2 CD S40
Airpower CD S35
Alien Alliance CD S48
Apache CD $44
Army Air Corps: '42 CD $48
Assault Rigs CD S38
Battlecruiser 3000 CD S45
Black Knight CD S46
Combat Air Patrol CD $25
Command W95 CD S47
Confirmed Kill CD $42
Cyberspeed W95 $39
Dark Ride CD $49
Dawn Patrol $16
Dawn Patrol 2 CD $42
Dead End CD $44
Death Race CD $34
Demon Driver CD $39
Descent 2.0 W95 CD S48
Descent CD $37
Descent: Levels of WrldS20
Destruction Derby CD S40
EarthSiege 2 W95 CD S48
F-16 Fight’g Falcon CD S44
FA 18 Hornet CD $54
Falcon 3.0 $16
Falcon 4.0 CD $52
Falcon Gold CD $52
Fast Attack CD $44
Fighter Duel Pro CD S34
Fighter Duel 2 W95 CD S39
Fighter Wing CD $32
Fighting Falcon CD $59
Flight CD $25
Flight Sim ToolKit $16
Flight Unlimited CD $40
Flight Unlimited W95CDS48
Flying Aces CD $49
Flying Corps CD $44
Flying Nightmares 2 CDS42
Flying Tigers CD $42
Frontier Elite 2 $19
Great Naval Battles 3 CD $41
Great Naval Battles 4 CD $43
Great Naval Battles 5 CD $44
Grey Wolf CD $19
H.A.W.C. CD S35
Hi-Octane CD $29
Hind Helicopter CD S46
Indy Car Racing 2.0 CD $48
Indy Car Racing 2 W95 $48
Indy Car Rac'g Cmpilat'n $25
Interactive Sailing CD $45
Iron Angel CD $44
Iron Assault CD $39
Jet Fighter 3 CD $47
Jet Ski Rage CD $39
Last Dynasty CD $48
Ml Tank Platoon 2 CD $48
Mag Zone CD $30
Max'm Overkill Multi-Plyr$48
Mech Commander CD $40
MechWarrior 2 CD S46
MechWarrior 2 W95 CD S45
MechWarrior 2 Exp CD $26
MechWarrior 2 NetMech $15
MegaRace 2 CD $44
MetalTech: EthSiege CD $47
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‘CIVILIZATION
2’ is based on
the best selling
and critically
acclaimed Sid
Meier's
Civilization. More
miltary units to
command,
more technolo-
gies and city
improvements
as well as an
expanded
diplomatic sys-
tem. CD $42
‘HERETIC:
SHADOW OF
THE SERPENT
RIDERS’ The
Heretic chapter
comes to its evil
conclusion in this
twisted medieval
dimension.
Undead creatures
and bestial horrors
have done the
unthinkable, cal-
lously slaugh-
tered your entire
race. CD $37
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‘CHRONOMAS-
TER’ The game is
set against the
back drop of 6 man
made universes,
each obeying their
own laws of
physics, where
magic and science
co-exist. Embark
on an odyssey
through worlds run
by cyborgs, pirates
and witches who
provide deadly
puzzles. CD SI 9
'EARTHSIEGE
2’ Cybrid
HERC's created
by man turned
on their creators
and initiated a 20
year guerrilla
battle for control
of the earth & its
distant colonies.
Now they have
assembled in mas-
sive numbers
preparing for a final
assault on earth.
WIN 95 CD $48
‘THE COMPLETE
CARRIERS AT
WAR' provides a
total picture of car-
rier combat no
other simulation
has matched for
both excitement
and historical
accuracy. It con-
tains C.A.W. 1,
C.A.W. 2, the
Construction Kit,
the war scenarios
as well as new
scenarios. CD $42
IBM SIMULATION
Microsoft Flight Sim 5.1 S48
MS Flight Sim 5.1 CD $53
MS Fi t Sim Flight Shop $38
Mig 29 Gold CD $49
Mig Alley CD $46
Nascar Racing CD $47
Nascar Racing T racks $24
Net Racer CD S44
Phoenix Fighter CD $49
Privateer SI 5
Privateer CD SI 5
Rapid Assault CD S28
Raven Project CD S39
Red Baron 2 CD $49
Red Ghost CD S39
Renegade CD S21
Renegade 2 CD S26
Roll Cage CD S34
SU-27 Flanker W95 CDS46
Sail '95 $39
Sail ‘95 CD $43
Sail Simulator $40
Sailing Simulator 3 $52
Savage CD $40
Screamer CD $41
SeaWollCD SI 5
Seal Team CD $15
Sensory Overload CD $42
Shock Wave Assault S44
Silent Hunter CD S46
Silent Service 2 $16
Silent Steel CD $45
Sky Warriors CD $35
Slipstream 5000 CD $35
Space Academy CD $47
Star Rangers CD $22
Starfighter 3000 CD S42
Strike Commander CD SI 5
Stunt Driver CD $1 4
Sub Btle Simulator 2 CD S39
Sub War 2050 Plus CD $19
01990 CHIPS* BITS, INC.
IBM SIMULATION
Super Tank Commander S40
SuperKarts CD S24
T-MEK CD $38
TFX EF2000 CD $45
Tank CD $14
Tank Commander Net $46
Terminal Velocity CD $34
The Darkening CD $54
The Need for Speed CD S47
Tie Fighter $29
Tie Fighter Collectors CD $47
Tie Fighter Mission Disk $19
Top Gun: Fire At Will! CD $45
Tower S42
Tower CD $44
Trophy Bass CD $48
U-Boat 2 $36
Urban Runner W95 CD S33
VetteCD $14
Virtual Karts CD $41
Warhawk CD S38
Werewolf Vs. Comanche $48
Whiplash CD $46
Wing Commander 3 CD$33
Wing Command 4 W95 $54
Wg Command Academy $1 5
W'g Command Armada $15
Wing Nuts CD $34
Wings of Glory CD S25
Wipe Out CD $40
World Circuit $16
World Circuit CD $25
World Circuit GPrix 2 $41
Wrld Circuit GP2 Net CD S42
World Circuit GP2 Mngr$41
X-Car Exp. Racing CD S44
X-Wing S23
X-Wing Collector's CD S24
X-Wing Mission Disk 2 $19
Yeageris Air Combat CD $1 5
Zone Raiders CD $41
IBM SPORTS
3-Decathlon CD $42
APBA Baseball 3 CD S37
Blood Bowl CD $29
College Slam Basketball $44
Decathlon CD $48
ESPN 2 Extreme Games $28
ESPN Hockey CD $40
FIFA Int’l Soccer '96 CDS40
Frank Thomas Baseball S44
Front Page Baseball '96S48
Front Page Football ‘96 $48
Gone Fishin' CD $25
Hardball 5 CD $40
Hooves of Thunder CD $35
Internat'l Tennis Open $44
Jack Nicklaus at Muirfield$40
Links Pentium CD S49
Links Pro 386 Golf $16
Madden Football 97 CDS40
Microsoft Baseball CD $51
NBA Airborne '95 CD $39
NBA Jam T. E. W95CD$44
NBA Live 96 CD $40
NCAA Champ Basketball $44
NCAA Football CD $44
NFL Quarterbck Club '96S45
NHL Hockey 96 CD S44
NHL Power Play CD S44
Old Time Baseball W95S48
PBA Bowling CD $32
PGA Tour Golf 96 CD $38
RBI Baseball '96 CD $40
Rugby World Cup '95 CD $40
TNN Outdoor Bass '96 $48
Tony LaRussa Baseball 3 $33
Troy Aikman Ftball CD $42
Ultimate Football '95 CD $25
Unneccessaty Rghns '96 $42
VR Sports Soccer CD S42
Wayne Gretsky Allstar S40
World Hockey 95 CD SI 9
Circle Reader
IBM STRATEGY
1830: RR's& Robbers $34
“ 9 " W95CD $46
Advanced Civilization CD $39
Alexander W95 CD $39
Allegiance CD $34
Ancient Empires W95 $44
Ascendancy CD $44
Battles in Time CD S35
Black Beard CD S34
Breach 3 CD S40
C.E.O. CD S43
Caesar 2 CD S47
Capitalism CD $42
Celtic Tales CD $34
Citizens CD $42
Civilization Network CD S47
Civilization 2 W95 CD S42
Colonization or CD ea SI 9
Command & Conquer $47
Comd & Conquer Ms'n S22
Corn'd 8< Conquer W95S48
Command & Conquer 2 $52
Complete Carriers at War $42
Conquered Kingdoms 2 $38
Conqueror A.D. 1086 CD $44
Conquest of the N'w Wrld $46
Corporate Colonies CD $35
Deadline CD S38
Destiny CD S48
Dungeon Keeper W95 S48
Empire 2 CD $29
Empire Builder CD $39
Empire Deluxe Mstr Ed $22
Escalation CD $29
Exploration CD $40
Fantasy Fieldom CD $48
Fantasy General W95 $43
Grandest Fleet S16
HercForce CD S48
Hero of Might & Magic S34
H. Might & Magic W95 S34
Service H68
IBM STRATEGY
History of the World CD S40
Into the Void CD S42
Jagged Alliance CD S25
J. A. Deadly Games CDS34
Jutland CD $19
Kingmaker $34
Konquest CD $35
Lemmings 3D CD $40
Lemmings CD S25
Lost Admiral 2 CD S39
Machiavelli the Prince CD$1 9
Marco Polo CD $37
Master of Magic S25
Master of Orion or CD ea$25
Master of Orion 2 CD S42
Metal Lords: Inner CircleS34
Metal Marines Master EdS48
Metal Storm CD S48
Millenia: Altered Destinies S31
Mission Force W95 CD $48
Navy Strike CD S41
New Horizons CD S34
Northlands CD S39
Ocean Trader CD S44
OrionBurger CD S39
Outpost 2 CD S49
Pax Imperia 2 CD W95S46
Pirates Gold CD SI 9
Power House CD S26
Qin: Tomb of Mid K'dom S33
Railroad T ycoon CD SI 4
Red Alert CD S48
Romance 3 Kingdom 3 $39
Romance 3 Kingdom 4 $34
Sabre Team $19
Second Conflict $34
Settlers 2 CD S44
Shadow of the Emperor S44
Shattered Nations CD S46
Sim Ant CD S40
Sim City 2000 Collect CD S58
CGW596P3
CHIPS&BITS
INC.
POB 234 DEPT 10672 ROCHESTER, VT 05767
INT’L 802-767-3033 FAX 802-767-3382
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in US $4 per order. Mall to Canada, PR, HI, AK, APO, FPO $4 per order. Worldwide airmail $6 per item. Handling $2 per shipment. Hardware orders may require additional shipping charges. Visa, MC and Discover accepted.
‘RENEGADE 2:
RETURN TO
JACOB’S STAR’
Sends you back to
this troubled star
system to face anal
new and even more
mysterious TOG
threat! More than
just spectacular
graphics, cinematics
and sound effects,
youTlf)y60newmis-
sions ard face an al
new Legati class
TOG ship. CD $26
‘BATTLES IN
TIME 1 Warfare is
not won based on
any one single
element, it is a
delicate balance
of all relevant
components.
Maneuver armies
as a whole, create
diversions and
control how and
where armies
will do battle in
the strategic
map. CD $35
fTOMEC
V 5
‘ENTOMBED’ will
pit you against an
ancient civiliza-
tion's technology,
their insidious
traps and a deep
underlying mys-
tery of monumen-
tal consequence.
Armed with only
the diary of a pre-
vious colleague,
you must solve
the mystery of
your failed prede-
cessors. CDS29
IBM STRATEGY
IBM TRADITIONAL
IBM WAR GAMES
HINT BOOKS
‘A-10 2:SILENT
THUNDER’
Swoop down like
Silent Thunder in
the most indestruc-
tible close attack
plane ever built, the
A-10 Thunderbolt
II. In this sequel to
the highly success-
ful A-10 Tank Killer,
you’ll dive into 3
fast paced cam-
paigns with 24
action packed mis-
sions! CD $48
‘HEROES OF
MIGHT AND
MAGIC’ You must
conquer the world
through the strate-
gic use of resource
management and
battle savvy.
Features up to
three customizable
computer con-
trolled warlords,
stunning super
VGA graphics, and
dynamic sound.
WIN 95 CD $34
‘THE LOST ADMI-
RAL 2’ Dare to
enter the waters
once again, with
The Admiral’s Re-
venge. The pre-
designed maps are
monumental, the
randomly generat-
ed scenarios are
tremendous
and the cam-
paigns round
out a titanic
gaming experi-
ence. CDS39
Sim City 2000 W95 CD $53
Sim Earth CD $40
Sim Town CD $33
Simlsle CD $35
SimTower CD $31
Space Bucks CD $44
Space Marines CD $44
Space Miner CD $36
Spaceward Ho! 4 W95 S24
Star Base CD S42
Star Control 3 CD $47
Syndicate Wars CD $48
This Means War CD $24
INTERACTIVE
ENTERTAINMENT
Receive an episode of
Interactive Entertain-
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software order. Offer sub-
ject to change or cancel-
lation without notice.
Valid from 5/1/96 to
6/31/96 or while supplies
last. Quantities limited.
SHIPPING
Place an order for an
out of stock software
item and receive FREE
overnight shipping when
the product becomes
available. Handling $2
per shipment.
Tiny Troops CD $44
Total Mayhem CD $42
Transport Tycoon CD $24
Transport Tycoon Dlx CD $42
Vikings CD $37
Virtual Corporation CD $46
Visions of Glory CD $39
Warcrafl or CD ea S29
Warcraft 2 CD $46
Warhammer Homed Rat S43
Warlords 2 Deluxe CD S41
Warlords 2 Seen Editor $24
Warlords 3 CD $42
Wood’n Ships & Iron Men $39
Worlds of War CD $48
X-Com: Terror fr’m Deep $39
X-Com: Apocolypse CDS42
X-Com: UFO Defense $24
Z CD S48
IBM TRADITIONAL
Any One For Cards CD $25
Arcade Action Kit $29
Arcade Classics W95 CD $29
Assault Poker CD $26
Bridge Deluxe 2 CD $43
Bridge Master Champion $39
Bridge Olympiad $16
Card Players Paradise $31
Chessmaster 4000 W95 $33
Chessmaster 5000 CD $35
Dealer's Choice Collect $25
Dragon Dice CD $44
Hoyle's Classic Cards $26
Incredible Machine 2 CD $39
Infinity Machine Gold CD $34
Jeopardy CD $29
Lodoss War 1-4 CD ea $18
Magic t’ Gather’g W95 S41
Mega Maze CD $28
Monopoly CD S40
Scrabble Deluxe CD $19
Shanghai: Great Moment $23
Solitaire Deluxe W95 CD $25
Solitaires Journey 2 CD $35
Tang Chi W95 CD S25
The Incredible Machine 3 $36
USCF Chess CD S40
Universal Neverlock $19
Vegas Games 95 W95 $24
Video Game Solul'n CDS16
Virtual Chess CD $36
Virtual Pool CD $40
Virtual Vegas 2 CD $24
Wheel of Fortune CD $31
IBM WAR GAMES
7th Fleet CD $39
Aegis: Grd'n of Fleet CD $19
Afrika Korps CD $42
Aide de Camp $45
Allied General W95 CD $43
American Civil War CD $45
B-24 $15
Bllle of Chickamauga CD $42
Battle of the Bulge CD $42
Battleground I: Ardennes $35
Bgrnd 2: Gettysburg S42
Bground 3: Waterloo S42
Bttleground 4: Shiloh S42
Blue & The Grey CD S41
Charge of f Ught Brigade $1 6
CincPac: Midway $29
Civil War: 1861-64 CD $38
Close Combat W95 CD $52
Custer's Last Command $32
D-Day: America Invades $39
D-Day: Begining of End $15
Defend the Alamo $19
Drumbeat CD $42
Fields of Glory CD $14
Fifth Fleet CD $39
Fifth Fleet Seen Mod 1 $19
Flight Commander 2 CD $38
Flight Comnd 2 Ms’n Bldr $19
Gaiy Grigsby Pacific War $19
G Grigsby War in Russia $1 9
Gene Wars CD $44
Harpoon 2 Deluxe CD $39
Harpoon 2 Battle Set 4 $20
Harpoon Classic CD $19
Iron Cross CD $28
Iron Cross 2 CD $39
Last Blitzkrieg CD $41
Operation Crusader CD $39
Over the Reich CD $39
PT02CD $34
Panthers in the Shadows $42
Panzer General SI 9
Panzer General CD $39
Panzer General 2 CD $42
Panzerblilz CD $42
Perfect General 2 CD $36
Robert E Lee: Civil WarS44
Sid Meir's Civil War CD $58
Stalingrad or CD ea $39
Steel Panthers CD S39
Task Force 1942 SI 6
The Civil Wan Master Ed $42
The Great War $19
The Pure Wargame CD $29
Third Reich CD $39
Tigers on the Prowl $42
USS Ticonderoga CD $34
USS Ticonderoga W95 $33
V for Victory Bndle CD $24
WW 2: 1939-1945 CD $40
War College CD $32
Wargame Const’n Set 2 $39
Wargame Const'n Set 3 $39
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Service #68
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TECHNOLOGY
CAME DESIGN
Online
Design Diary
IF {Compromise Design} Now
THEN > Worn promise Programming} Later
= Limits {Unnecessary}
by Alan Lenton
T yson’s Comer, VA. In a
hold room near AOL head-
quarters, I've just pried Nick,
my chief programmer, off
the laptop. He claims he
was “testing” FREECELL, a
bundled freebie on
Windows 95. It’s been a hec-
tic month. The first part was
devoted to getting every-
thing ready for a game milestone. When
people give money for a product, they
expect to see evi-
tlie storyboards and designed the front
end. It was quite chaotic, but everything
got there on time.
In the process a number of design
issues were resolved-including that of
game time. We decided to allocate a set
amount of game time for each expedition.
'Hie game will keep track of simultaneous
sub-expeditions, and figure out how much
they overlapped. Players will need to orga-
each quest.
At present, I’m not precisely sure how
u'e are going to implement this time fea-
ture. I know some designers start to take
account of programming limitations at
this stage, but I disagree with that
approach. Anything can be programmed,
the question is whether it will run fast
enough and fit into the target machine’s
memory limitation. When we actually
program this bit of code, we will make
any necessary compromises and I’ll tell
you the outcome. I know the way pro-
grammers’ minds wrork. If I make com-
promises now, I will have to make more
compromises at programming time!
While I cleaned up the design, we
continued work on the storyboards. I’m
not going to tell you
much about them,
because that w ould
give away the
answers. However, I
can tell you that
everyone’s favorite
is the search for the
mummified
remains of
One thing that became obvious was
that we needed a proper combat system.
We had intended to have just an abstract
combat system, but eventually settled for
a turn based system with a maximum time
forgiving orders. We would rather have a
real-time combat system, but with net-
work delays looming large we opted for a
turn-based system.
More next month!**;
I A HIPPO GETS A ROOT CANAL Whether mapping an Egyptian pyramid, checking your jour-
nal, creating a character or checking out other members of your party, this grayscale inter-
face mock-up and incidental art gives an early indication of Explorer's expected look.
such a way that a mini-
mum of time is spent
tracking things down.
In this way, parties of
players won’t be able
to start out on a quest
and then, simply van-
ish. We also decided to
put a real-time limit on
the completion of
CC
MAY 1995
Virtual PiLl Pr
All products pictured here are compatible with MS-DOS and Windows 95.
Specific Windows 95 drivers are under development for the F-16 Combatstick,
Virtual Pilot Pro, CH Throttle, and Pro Throttle to make them fully compatible.
CH PRODUCTS
PAUL SCHUYTEMA • GAME DESIGN
it The
Build Engine
lets you
craft incredi-
bly detailed
levels in
virtual
space. 99
D f (here’s ever been a holy
grail in PC games, it was
defined the moment
DOOM burst onto the
scene. Sure, we had first-
person 3-D before, but
DOOM defined the visceral
experience. For the last few
years, everybody, including
id themselves, have tried to
take a chunk out of that market, often
falling far short of the mark.
Apogees 3D Realms isn’t just another
wannabe in the 3-D market.
They started the folks at id on
their way with a S3, 000 check
and had to deal with the pain as
id broke free and set Doom
loose on the world, forcing
Apogee into a two-year sprint to
catch up.
With Duke Nukem 3D, no
one can argue that they haven’t
made up the distance, and they
arc, for the moment at least, in
the lead.
ronments, draws them on the screen and
handles all of the little details like drawing
and animating slavering monsters and
streaking missiles. Strictly speaking, things
like artificial intelligence aren’t part of the
Build Engine.
Apogees Build Engine, written by Ken
Silverman, a young self-taught program-
ming wunderkind (see sidebar), is unique
for two primary reasons. First, it is a very
fast, very flexible tool to draw complex
3-D environments on the PC. It can cre-
ate things that DOOM (and its progeny)
START YOUR ENGINES
A 3-D shooter like Doom or
DUKE is comprised of equal
parts design and technology. The design
can be distilled into the nuances and
challenges of the individual levels. The
technolog)' is the 3-D engine w'hich
makes the game go. In the most simple of
explanations, an “engine” is a bunch of
program code that handles the core oper-
ations of a game. Dukk NUKEM uses the
Build Engine, which consists of the code
that turns raw data into visual 3-D envi-
SECTOR SOUFLEE The Build Engine’s 2-D editor is used to lay out
sectors and place sprites. This is the adult bookstore from the
shareware levels of Duke Nukem 3D. The small circle and line
objects are sprites.
can’t even dream of, such as looking up
and down, slopes, swimming, multiple
lcvcl-platfonns, smoothly curved walls,
jumping down holes into different
regions, etc.
Tire other advantage of the Build
Engine lies in Silverman’s unique Build
Editor software, w'hich allows designers at
Apogee to craft incredibly detailed levels
in virtual space. In a coup sure to keep
BBSes stocked for months, Apogee is
releasing that very same editor on the
commercial CD-ROM of Duke NUKEM
3D.
TECHNOLOGICAL
PROWESS
The Build Engine is a
speed demon. Apogee,
while designing the Duke
levels, would not accept any
less than 20 frames per sec-
ond on a 486-66, and even
with that restriction, the
visual content of the levels is
far richer than that found in
any of the other 3-D games
out there. Not that Apogee
is very happy about design-
ing for 486s, however.
“A 486-66 is an ancient
piece of junk,” laments Alan
Blum, one of the DUKE 3D level design-
ers. “We wish they’d all get Pentiums."
Games like Doom and Heretic rely
on a binary search partition (BSP) system
to precalculate the view's you can see
from nearly every point and angle within
the level. Iliis large data tree is then used
by the drawing routines to quickly paint a
frame on the screen. Precalculating leads
to a significant restriction, however: the
TECHNOLOGY
PAUL SCHUYTEHA
FROM SIMPLE SECTORS... I decided to try my
hand at level design and began crafting the
entrance to the student union of the college where
I teach. The first step was to lay out the sectors
for the steps.
* * * ^ ^
luumm LiKt a lave initially, u isn i mucn 10
look at, more like a mossy cave than anything
remotely collegiate.
FUN WITH TEXTURES The first step was to begin
applying textures. The vertical banding occurs
because each stair sector also creates its own wall
EXTRUDE AND EXPAND Each step has to be
“grown" individually, by placing the mouse cursor
on the top of the stair and tapping the PgUp key.
"lay of the land" cannot change as the
game is being played. Buildings can’t top-
ple, walls can’t blow open and doors can’t
rotate or swing open. Essentially, the birds
eye view of a level can’t change at all,
since those boundaries arc all precalculat-
ed.
WOLKENSTEIN 3D, id’s earlier game,
which was bankrolled by Apogee, doesn't
have those restrictions, because it used a
technique known as ray casting. This
approach essentially traces imaginary rays
of light to see what they bounce off of,
such as wiills and doors. This worked well
in the rather simple geometry of
WOLFKNS’lKINs castles, but when the
environment becomes complex, the time
it takes to calculate the light rays increases
logarithmically.
'I he Build Engine uses a technique
similar to that used in calculating sector
intersections when a Doom BSP is built,
but does it on the fly. By optimizing the
code which calculates what can or can’t
be seen, and coupling that with high-
speed assembly language routines which
actually draw that data into the video
buffers, the Build Engine can successfully
juggle complexity and speed, without the
“sectors can’t change” Rile imposed by
Doom’s BSP reliance.
COLLEGIATE CORNER At last, after several hours of work, the entrance to the student union is
finished. Notice the recessed lighting and the sloped face of the ATM machine, all done by man-
ually manipulating the sectors. The carpet is created with two floor sectors with different textures
applied to each.
ANY SECTOR IN A STORM
T 1 ic chief atom for the Build Engine is
the sector. A sector is most easily defined
as a closed polygon. A rectangle for a
room is a quick and dirty example. Yet
once you dive into the Build Editor, you
quickly discover that the scctor-cquals-
room metaphor breaks down almost
immediately. A seclor is more like a
“region of interest” than a room, such as a
pool of light on the floor, an ATM
machine or a desk.
A level in Duke NUKEM is simply a
large combination of sectors, each with
unique properties, along with myriad
placed items (such as guns, monsters and
eyc-candy).
Sectors may either define the walls of a
room, or they may define something else,
like a lighting effect or solid object. If you
consider the adult bookstore in the share-
ware version of the game, the magazine
A
CG
MAY 1996
Admittedly, without SimulEyes VR,
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Is it you, or is your gaming missing something? If you’re not playing
with a pair of SimulEyes VR stereo-vision 3D glasses, you’re missing
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course, that wicked adrenaline buzz you play for in the first place.
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in seconds and transform your DOS or Windows™ multimedia PC into a
wildly realistic environment for compatible 3D games. Made by
StereoGraphics\ SimulEyes VR are lighter and more comfortable than
head mounted displays, support multiple simultaneous users and run as
fast as your graphics system can go. And all for the amazingly affordable
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Descent ond Interplay are trademarks of Interplay, Inc. SleteoGrophics is a registered trademark and SimulEyes is o trademark of the SlercoGrophics Corporation. All other trademarks oie the property of their respective owners. ©1996 StereoGraphics Corporation.
Circle Reader Service HI 59
TECHNOLOGY
PAUL SCHUYTEMA
shelves are sectors that look like objects,
while the strange and severe shadow's near
the bathroom, are lighting effect sectors.
Both types of sectors arc exactly the same,
they’ve just had different properties
applied to them in the editor.
In a way, a level map is like a database
of individuals. The sectors have unique
positions in the level, and each side of a
sector, as well as its floor and ceiling, point
to a record of unique infonnation, such as
the shade of the wall, the texture map
which is applied, the slope, the height, as
well as any action tags, such as infonna-
tion that tells the engine that this sector is
a door which will open under certain con-
ditions, and so on.
When the Build Engine rev's up to
begin a Duke NUKEM gaming session, it
initially combs through the level data to
remove any “invisible” sprites and then
places the sector data in memory. As you
play the game, the graphics routines use
the sector infonnation, both the bound-
aries of the sectors and the attached infor-
mation, to determine which sectors you
can see and how to draw them.
INTO THE EDITOR
Creating levels using Silvermans Build
IT
T he guy’s just brilliant— he’s a
programmer from Venus,”
exclaimed Apogee’s Scott
Miller about their Rhode
Island-based savant, Ken Silverman. Silverman cre-
ated the Build Engine, the workhorse 3-D environ-
ment which first debuted in Tek-War, but is being
pushed to its limits by Apogee’s Duke Nukem 3D,
as well as the upcoming Shadow Warrior and
Blood.
Silverman first
approached Apogee with
his game, Ken’s
Labyrinth, several years
ago. Apogee immediate-
ly recognized
Silverman's program-
ming prowess, but the
game was still too
rough for them, so
Silverman’s title was
picked up by Epic
Megagames. A few
months later, when
Silverman was
only seventeen
years old, he
began work on the Build
Engine.
“I wanted to make a cool thing that impressed
people," confessed Silverman. Doom wasn’t out
yet, but it was on its way, and Silverman marveled
at the pre-release screen shots. He wanted to
make a 3-D engine that would look like the screen
shots.
In August of 1993, Silverman signed with
Apogee to finish and polish the Build Engine.
"Originally, I wanted to make the whole game
myself,” said Silverman. Apogee convinced
Silverman that his skills were in engine design.
Silverman joined Apogee only a month before
he started college at Brown University, deciding to
work from home and commute to Texas only
when necessary. It was written into his contract
that school-work came first, but Silverman soon
found himself programming away his hours and
letting his classes slide. With some nudging from
his father; who is also his business manager;
Silverman took a leave of absence to concentrate
full time on finishing the Build Engine.
Silverman, a self-taught programmer, found little
use for any of the other information out there. “If I
read a book about [3-D programming] I found that
I either knew it all or it was totally useless to me...
They really don’t teach 3-D programming in
school, and if they do, they teach you a really
slow way to do it."
Silverman crafted the Build Engine in C with
quite a few assembly language routines. The
assembly routines are used for the time-intensive
tasks such as vertical and horizontal line texturing,
handling slopes and working with translucent tex-
tures.
Since Build Engine doesn’t use binary search
partitions or ray casting, most of its blazing speed
comes from the unique drawing routines devel-
oped by Silverman.
“My vertical drawing routines are 32-bit, aligned
right. I discovered that it takes about the same
time to write four bytes (32 bits) of drawing data
as it does to write a single byte," said Silverman.
That discovery allows his assembly routines to do
more in a single pass than the other 3-D engines.
When asked about working with the Apogee
team, Silverman admitted: “It’s hard when you’re
working with other programmers, because they
always screw things up." Yet Silverman is very
happy with Duke Nukem 3D.
After Silverman finishes work on Duke and its
progeny, he's not quite sure what his next move
will be. "Maybe I'll work on sequels to the games,
go back to college or start my own business. But I
don’t know about that, since I’m not much of a
businessman."
Editor is at once a simple and a highly
involved art. To simply create a “generic"
room, yon can just place the points for a
rectangle in the 2-D, CAD-like portion of
the program.
A simple key tap brings you into the
3-D portion of the editor, which is just
like the game itself, except that you may
now effect changes on the environment
you see. Initially, the room is low-
ccilinged and all surfaces are covered with
the generic “dirt)' bricks” texture. A few
keystrokes is all it lakes to raise the ceiling,
change the wall texture, add a parquet
floor and dim the lighting to a more sub-
dued tone.
If you jump back into the 2-D editor
and draw' another rectangular sector with-
in your room, it will turn red, showing that
it isn’t a “walled" sector, but an interior
sector. Back into the 3-D mode, you won't
sec any changes, but you can modify that
sector on its own.
A few' keystrokes, and you can recess
the rectangle into the ceiling, apply a fluo-
rescent light texture to it, and turn the
brightness up to maximum. Aiothcr few'
keystrokes and you can illuminate the
floor rectangle to create the illusion that
light from above is shining on the floor.
You can even raise the sector out of the
floor and apply a desk texture to the top of
it.
When designing a level, you need to
think ahead, since sectors arc not the
equivalent of rooms. Generally, a level
starts out a one or just a few' huge sectors,
with everything else added on after that.
To create stairs, for example, you must
create a sector for each step and then
“extrude” them out of the floor.
When you apply a texture to a surface,
a 64x64 bitmap texture tile is applied to
the entire face of the surface. Often, your
wall or floor won’t mesh perfectly with the
tiles, so the editor allows you to slide the
tiles around on the surface, as well as to
stretch or expand the image, to get just
the right fit.
Once you have your room the way you
want it, you can add details, like a potted
plant or a pig cop, simply by returning to
the 2-D view and placing a sprite. Back in
the 3-D editor, you can then change your
A
CG
HAY 1996
Register On-line at
http://e3party.actlab.com
E t t.C T.l> O.M H». . |W TE B T * I H M t H T
Laboratory
Circle Reader Service H77
rw3Fs
WmMA
SvjVr^J JEM
Ik*, || 1
TECHNOLOGY
PAUL SCHUYTEMA
EXPLODING MATCHES All of the thin orange sticks are com-
pressed C-9 canisters, just waiting for the trigger to ignite into
an impressive fireball.
sprite to be anything you want. If you
choose the pig cop, then the editor knows
enough to create the code that tells the
creature how to behave within the game.
With a plant or trash can, the object just
sits there, looking pretty.
Creating a level that looks right takes a
great deal of time, and it forces you to
think like the Build Engine, not like a
commonsensical human being.
Beyond the visual, though, the Build
Editor is the tool used to create all of the
event linkages in your level. Sprites and
walls all have an attribute called a "low-
tag” which is a numerical value that
allows an object, such as a sprite for a
switch, to be associated with an action,
such as opening a door or raising a plat-
form.
In addition, several "special purpose”
sprites, which are culled out in the pre-
game read of the level, can he placed any-
where on the level. These sprites can
allow the designer to create realistic
actions such as triggering a horde of ene-
mies to charge the player who steps
through one of these invisible objects.
MANY MONTHS OF DUKE
Even with the Build Engine and the
powerful editor in hand, Apogee has
spent close to 20 months creating the lev-
els for Duke Nukhm 3D. A level's design
often evolved from one of the Apogee
crew discovering some cool sector effect,
such as the ability to create subway trains,
for example.
While it may take weeks to craft a par-
ticular level map, it takes even more time
to w ork through that level and tweak it for
gameplay (both single and multiplayer)
and frame rate.
“Since the Build Editor is so easy to
use,” said Blum, “you can instantly [cre-
ate] something that’s dog-slow.”
Using the editor, which can display the
current frame rate, designers Allan Blum
and Richard Gray can cull particular
regions, simplifying and modifying to
make sure that the game performs as
promised.
As mentioned above, creating stairs
requires you to create and raise a sector
for each step. When the Build Engine is
calculating a view' that contains steps, it
must deal with each and every sector of
PAUL SCHUYTEMA
the steps each time it calculates a frame.
Because of that, nothing bogs down
frame rate like steps. Halfway through the
project, the team was frustrated with this
limitation and turned to Silvennan fora
solution. He modified the engine to allow
it to handle slopes, so that a single sector
could be used instead of many. While
steps are crucial in some levels, slopes
have been used in other places to keep
the frame rale manageable.
Many of the spectacular effects in
Dl IKK 3D came about as the designers
forced the Build Engine to its limits. In
level two of the shareware version, when
the building blows up, allowing you
access to the yellow key, Blum discovered
that if you placed a canister of C-9 explo-
sive on the ground, and then shrink it to
its thinnest proportions, it is visible in the
editor while invisible in the game. Tin's
allowed him the opportunity to ‘pre-
choreograph” a massive explosion by
placing dozens of these emaciated canis-
ters in front of the building.
Blum and Gray have also logged many
hours improving certain levels of the
game to enhance the multiplayer experi-
ence. Generally, the smaller, more com-
pact levels favor multiplay, while the
sprawling levels arc ideal for solo outings.
“We may give net players a great place
to hide and snipe from,” admitted Blum,
“but there’s always a way to get there.
Most of the time, you can also hear them
creeping around. That's because I don’t
like waiters. . . I like to kill waiters."
GIVE 'EM WHAT THEY WANT
“Some people think that we’re nuts,
just giving our tools away," said George
Broussard, president of 3D Realms. ‘‘The
way we look at it is that we spent two
years developing this thing, and we’re not
going to use it any more. We’re moving
on to newer technology. All that’s happen-
ing here is that people are going to have
fiin and enjoy a product for a change.”
“With the Build Editor, you can basi-
cally experiment to your hearts delight,
and you can’t break anything. . . you’ve
seen all those Doom editors out there—
this just kicks their ass.”
“I used to play [Doom] all the time,”
confessed Blum, “but, ugh, I can’t take it
anymore — I can’t ever go back to
Doom.”%
TBBf
KOGADO
© 1995 Megalech & Design, Inc.,
Torrance, CA 90501 • All rights reserved
Catch us on the Web:
http://www.megatech-soItware.com
Minimum Requirements: 0/S - DOS 5.0, Ram - 4MB. Video - VGA,
CD-ROM - 2x, Hard Disk - 5MB, Sound - Sound Blaster & MIDI, Input - Mouse
Citizens of Planet Eartii
mm
1 7 T
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jzd')
fi ll || l|
ijll
nil Ss
TmTttti
1 ft 1 1 n ij
\WM\
H III
SCORPIA • ADVENTURE/RPG
ley, is it spring
already?
Seems like
jusl the oilier
day we were
getting into
autumn, and
now the win-
ter’s already
over! Where
docs the time go? 1 guess you can really
lose track of it when you’re with a good
computer. You can also lose track of it
when you're in a computer, and not a
good one, at that.
I Have No Moun i Birr I Must
SCREAM is based on Harlan Ellisons short
story of the same name, but you don’t
have to have read it to play the game. It
w ouldn’t help you, anyway, since while
the game deals with the same characters
and same evil computer, the action here is
► Might & Magic VI brings a
whole new look to the storied
role-playing series, with a fully
object-oriented emphasis on a
“realistic” and rich fantasy world.
Expect this one by late summer/
early fall.
► The Dreamer’s Guild is doing
an on-line pirate game, Skulls,
Bones & Buccanners. From what
we’ve seen so far, this game has
a more sophisticated tactical
combat system than Sid Meier's
venerable Pirates!, and the crew
management forms a big part of
quite different from the story. (1/ may not
be of much hell) in the game, but you're
missing a treat if you don’t read the
stoi)’.-Ed.)
Five peoplc-Gorrister, Ellen, Benny,
Nimdok, and Ted-are captives inside
AM, a sentient computer that has wiped
all life off the earth. AM hates everyone,
and has kept these “lucky” folks alive to
torture them endlessly, both physically
and mentally. Not exactly a cheery situa-
tion.
Now' AM is playing a new game with
them, and that’s what this one is about.
Each character goes through a custom
scenario created by AM, designed to
exploit that persons weakness. Naturally,
the computer hopes they will foul up.
Your job is to see that they don’t. You do
this by making the right choices, and
keeping an eye on the Spiritual
Barometer (SB), which is the background
gameplay as well.
► Fairy Tale Adventure, the old
Amiga classic, is finally being
updated for PC by Trimark.
► If you’ve ever wondered why
the TV show Joe’s Apartment (of
MTV fame) hasn’t been made
into a game yet, worry no longer.
Viacom, flushed with the suc-
cess of their Beavis & Butt-Head
game, has acquired the license,
so that you, as Joe, can fight off
those ferocious cockroaches
yourself.
color of the. character’s portrait. It starts as
black, fuming brighter green as you per-
form the right actions.
Perfect play will bring the SB up to
white, although that isn’t absolutely nec-
essary to “win” the scenario. However, it is
vital that the color be at least very bright
green for each character to ensure suc-
cess in the endgame. The order of play
doesn’t matter; each scenario is self-con-
tained, so you can start with any of the
five and continue in whatever sequence
you like.
GORRISTER
'The first task
here is to land the
airship safely.
Make a tour of
the vessel, being
sure to pick up all
possible items
(look especially
carefully around
the kitchen). One
door is locked, and can’t be opened until
later on. Once you’ve got everything in
your hot little hands (if they’re a bit messy,
wipe them off), it’s time to foul up the
works a bit. As long as the engine is run-
ning, safe landing isn’t possible, so you’ll
want to do something about that. Then
km Amaz-
ingly, the
game comes
to a happy
ending, of
sorts. J J
Don ’t Scream, Here Are Hints For I Have
N o Mouth
HAY 1996
CC
ADVENTURE/RPG
SCORPIA
ENGINE LUBRICATION Strange as it seems, you do need the
milky white fluid. Take the key, then push the lever, use the
fork on the engine and leave.
!> A * —
you can turn your attention lo the airbags
(and don’t forget about the stitching at the
far end; it's important). Before long,
Corristcr should be arriving at the road-
side honky-tonk.
Nothing worthwhile is outside, so let’s
go in. Not a lot to see here, either, though
you should scan those shelves carefully.
And how about that jukebox? It has some
interesting tunes, although one is not rec-
ommended listening. Check out the
men’s room and by that time, I larry
should be at the bar.
He has a lot of information lo relate
(keep in mind talking is thirsty work), and
a helpful suggestion, loo. You should fol-
low up on it, and maybe come across an
important item you didn’t see before (no,
not in the stall).
Another interesting character, the
but I HATE YELLOW As Ellen, reason with the sarcophagus,
then wrap yourself in that disgusting yellow cloth to gain
entrance to the secret passage.
\A A .1% it— ■8WB— — — —
Jackal, is waiting out back. You do
have to give him what he wants,
that will get you in lo sec Edna and
Glyiiis, although you may want to
hop back to the airship first for
another look at the dining room.
I here's not much you can do for
Glynis right now. As for Edna, I
wouldn’t trust her too far, but taking
her down is a good thing. It’s best
not to be violent here, no matter
what. And you’ll
finally gel the key to
the locked door on
the zeppelin, too.
Before leasing the
meat locker, you’ll
want lo take a really close
look at the beef carcass, as
well.
After y ou’ve read
Edna’s (liar)', Gorrister
should be in pretty' good
shape. Now he can do
something for Glynis, and
after that, it’s time to take
off. If you remember what
powered the ship before,
you should have an idea of what (who?) to
use to start things up. And y ou can end
things with a real bang by going out the
rip for a final chat with the Jackal before
leaving.
Ellen "eh lo B
play around in » ■ .
.in I'cvplun- ■:
nuitil pyramid. G
' I!'-
I .it; >1 I III k
vellow, a color B j
that gives liei I
panic attacks.
The monitors arc important; be sure to
see both scenes on them, and don’t be
afraid to do a little repair work. That will
get you down below', where the fun
begins.
First we have the Anubis room, where
Ellen can’t do much except talk to the
statue for now. Beyond is a room with a
couple of items, including some yellow'
cloth that she has trouble picking up.
Well, if at first you don’t succeed...
Then there’s the room with the gold
statues. Hie middle one is obviously
important, what with the gem in its chest.
Ellen’s reluctant to touch it, though;
maybe she’s seeing too much yellow
(note; even though the CD is perfectly
visible, it can’t be taken at this time).
Now we have the computer terminal
room. The terminal on the left is the
important one, after it’s been powered up.
MORE mummy MOUTHINGS After you finish with the
computer, make sure to go back and check out the sar-
cophagus.
That should give you some ideas about
Anubis. Following through on that means
going back upstairs and grabbing the cup,
which ought to be easy enough now, and
I don’t have to tell you what to do with it.
Once Anubis is more cooperative,
Ellen can enter the sarcophagus to relive
the event that caused her fear of yellow'.
All I’ll say about this is: you can’t run, you
can’t hide, and you better not give up.
After this little interlude, Ellen passes
through a room she saw' on the monitor,
then the heavy' yellow' room she couldn’t
walk into before, which brings her back,
eventually, to the terminal room, and the
right-hand terminal, now usable. This part
is pretty obvious, and before long, Ellen is
chatting with a computer that isn’t AM
(how interesting; looks like AM doesn’t
know quite everything).
It mentions something she overlooked,
which is likely back in the gold statue
room. There's only one thing to do: go
back, get it, and use it, dangerous though
that may be. Then it’s just a matter of leav-
ing this delightful place, and Anubis has
CG
HAY 1996
te ffij at tte Dew Drop h. M 1 m
m to southing. She ® 5 feet
\ motes ol trouble and I m just an «%
mob asaj froi being 5 feet under.
PHILIPS
The Dame Was Loadec (is about lust, danger, diamonds, deceit. And it’s about time. Finally, 40’s film
noir and full-screen video make their debut on PC and Mac CD-ROM. You’re Scott Anger - a skirt-
chasing, wise-cracking, piece-packing LA P.1, - here to unravel a plot with more curves than the
enticing young widow. The trick is to gamble for clues and work to one of 9 gripping climaxes.
Remember, this dame could make you filthy rich. Or just make you dead.
To order call 1 -800-883-3767. Visit our Web Site at http://www.philipsaiedia.coai/media/gomes
© 1996 Philips Media, Inc. All rights reserved.
Circle Reader Service #147
1 PHILIPS
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ADVENTURE/RPG
SCORP1A
some advice on that.
Benny’s
been deformed
by AM; he
can’t speak
beyond a few
mumbled
sounds, walks
crouched over,
and doesn’t
have much use .
of his hands. Don't feel too sorry for him,
however; there’s a dirt}’ secret in his past
that he’ll have to confront and overcome
in this scenario.
CAVEMAN BENNY Surrounded by primitives, Benny must
choose his words carefully to avoid misunderstandings-
and a lost game.
He’s been dropped in a sort of
jungle/primitive native type of place. After
a quick cheek of the area (that altar looks
ominous, and so does the graveyard, for
that matter), it’s time to visit the inhabi-
tants. Don’t worry' too much about the
left-most cave; you’ll be able to gel in
there when it matters.
'Hie village elder doesn’t have much to
say, and it’s really the mother and child
who are important here. Benny will have
to get on good Icons with them before
much happens; perhaps a little gift would
do the trick. 'Iheu a close look at the
video screen is in order.
It won’t be long before we find out AM
gets some jollies by demanding sacrifices
from the natives. Good old AM. Benny’s
probably all tired out by' now, but he can’t
sleep while lie’s hungry'. Tried some of the
fruit yet? Not too nice, is it? Maybe his
new friends can help him.
Morning comes along, and mom isn’t
around the cave. Well, this is sacrifice day,
after all. Maybe we should look in on this.
Yep, everyone is gathered around the altar,
and guess who pulls the black stone? Of
course, the kid’s mom. Unfortunately'
there’s nothing you can do here except
watch what happens, and then tell the
boy : the bad news. A dismal day, and the
sooner it ends, the better.
On the next morning, a look at the
elder’s video screen shows AM wants
another sacrifice tomorrow. He (it?) is
really becoming insatiable; I wonder if
there’s a way to stop this craziness. Ponder
that while taking a walk to the cemetery'.
This is a good place to save, as the wrong
conversation line will cost Benny some
SB, and we don’t want that.
Back at the village, it looks like the
elder has gone out food gathering, and
left a little something behind. How conve-
nient! I lelp yourself, and chat with the
boy afterwards. I le won’t hide unless lie
has a doll for company, so it’s time to
make the rounds to find the parts. The
head and body arc easy enough; for the
connecting material, you’ll want to visit
the left-most cave.
Now you have to do something about
the bag; it wouldn’t be wise to be seen
miming around with it, although there is
someone who might be interested in
knowing what Benny’s lugging around.
Remember to bring a little gift for
Brinkman, too.
So the final comes around, and sur-
prise! 'I he kid is gone. I wonder where lie
could be? Where else but the altar? Need
I say what must be done here? Of course
not, so just do it.
NIMDOK
Of the five,
Nimdok proba-
bly has the
worst sins in his
past, but even
lie can make
amends of
sorts and find a
little redemp-
tion. He starts out in a camp, and it won’t
lake long to discover it’s a Nazi experi-
mental station. Yeah, Nimdok has some
sins to account for, all right.
After a quick chat with the prisoner,
look in on the hospital. I wouldn’t recom-
mend perfonning the operation, but you
might want to do something about the
other doctor. A hasty exit is then called for,
and not the way you came in.
Nasty little Recovery' Room, isn’t it?
You can’t stay here right now' though, so
find the other way out, into the oven
room. There's a couple of things to pick
up here, and something to read (happily,
you don’t have to do anything with those
ovens). By then the excitement should be
over, and you can exit to the yard and
return to the hospital (security around
here doesn’t seem to be very good).
A new patient has replaced the boy, but
skip him for the moment and talk to the
kid (fortunately
untouched) in the other
room first. Back in the
operating room, you may
want to ease the patient’s
pain, and then go back
outside to sec what’s what
there. Another prisoner
has turned up, caught on
barbed wire and slow'Iy
dying. ’Iherc’s probably a
couple of things you can
do lor him, before talking
to the original inmate
again.
Let’s not forget that
CC
MAY 1996
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Circle Reader Service #209
ADVENTU RE/RPG
SCORPIA
man in the operating room. I his is a good
time to honor his original request. Step
into (lie anteroom for a moment (some-
thing you need is there), then make tracks
for the oven room exit, because the pris-
oners just broke out of confinement (gee,
1 wonder how that happened?). Either
conversation line will get you through the
gate and off to the bunker.
What Nimdok needs to do here is get
the golem operational. First though,
check out the vat very carefully, for an
important item, and be sure Nimdok
looks at it. After examining both the blue-
prints and the golem, w hat comes next
will be obvious. You do have to be careful
about what you say here, though; being
honest is important.
On the way out, you’ll run into
Mengele. It’s tempting to kill him (after
pumping him for all he has to say), but
there's a better way of dealing with him.
Outside, Nimdok finds the prisoners have
caught up to him. Me only has to do one
more thing with the golem, and the sce-
nario will end.
TED
Ted’s not so
bad as some;
his main prob-
lem is shallow-
ness more than
anything else.
He starts in a
room with sev-
eral monitors;
choosing the castle is the right move.
Once inside the castle, he soon comes
across Ellen (his girlfriend, apparently; no
relation to the other Ellen above), who
isn’t long for this w'orld. She tells him
about her magic mirror that protects her
from her evil stepmother. Too bad the
mirror is missing; now we’ll have to find it.
As you check out the various rooms, be
sure to read all the books you come
across, and, as usual, pick up anything you
can. In the kitchen is a maid who might
be helpful; I don’t advise accepting her
offer of a cozy bed, though.
Oka>', so she wasn’t much help; at least
Ted is keeping himself pure for the
moment. You may be w ondering about
that little icon from the chapel; w'liile
nothing important hinges on this, it will
raise Ted’s SB a little if you figure out
where to use it.
You may want to look in briefly on
Ellen, where a Devil has appeared, wait-
ing to grab her soul when she dies. Tliis is
also a good time to check
those bookcases again, in
case you missed some-
thing the first time
around. Then you can go
looking for the secret pas-
sage in the chapel (you
knew' there had to be one,
right?).
This brings you to a
confrontation with the
witch. By all means, find
out what she’s up to, but
don’t accept any offers. If
you read the right book,
you’ll know how to deal
with her, and then you
can summon up the demon yourself.
Surgat can open anything, and there’s
likely a room you haven’t been able to
enter yet. No, the mirror isn’t there; all
you can do is look around, but one item
should give you a pretty' good idea as to
who nabbed the mirror. Have a chat with
the culprit to obtain a clue to the mirror’s
location. This is tricky, because it’s not in
the chapel. Try the lord of the manor’s
room.
After Ellen pops off, you have to decide
whether the angel or the devil gets her
soul. We’ll hope you make the right
choice here, and then follow' the winner’s
advice to bring the scenario to a success-
fill conclusion.
END GAME
This is a little disap-
pointing. The only one to
send over, really, is
Nimdok, because only he
can operate the pit station
to open the bridge. You
can also ignore the five
power nodes, as the game
can be finished without
touching them at all.
So Nimdok goes over,
arriving on what looks like the surface of a
brain. He carries five totems; these items
come from the successful completion of
each of the five scenarios, and all have
their uses here. Look at them to see what
they represent in this segment.
Once across the bridge, the first to use
is obvious, and our friend Surgat show's
up. Don’t trust him too far. Eventually, the
other two computers appear, and they
have some instructions for you. I wouldn’t
trust them too far, either.
Three computers, three faces. I’ll bet
there’s a connection here (heh). I’ll bet
there’s also a connection with three of
those totems, too. What to use where will
be obvious after some conversation. That
leaves only one item, and where to use
that should also be obvious. Amazingly,
the game comes to a happy ending, of
sorts.
Whew! That’s about it for now. Until
next time, happy adventuring! %
fltflrit Scorpio In th( following ways:
AOL: Look in on Scorpia’s Lair (Keyword: Scorpia).
Delphi: Visit the GameSIG (under the Groups &
Clubs menu).
Genie: Stop by the Games RoundTable (type:
Scorpia to reach the Games FfT).
U.S. Mail: (enclose a self-addressed, stamped
envelope if you live in the U.S.).
Scorpia,
PO Box 338
Gracie Station, New York, NY 10028.
GOOD CANT EXIST WITHOUT EVIL It’s hard to believe,
but the chapel is the route to the devil Surgat, whom you
need to win the game.
cc
HAY 1996
Episode 1 is waiting
http://www.maxis-com
■MAXIS
Circle Reader Service #255
ADVENTURE/RP6
REVIEW • MISSION CRITICAL
Price: $59.95
System Requirements:
IBM compatible 486-33
or better, 4 MB RAM,
VESA compatible SVGA
graphics, 2x CD-ROM,
mouse; supports
SoundBlaster, General
MIDI and compatibles.
Protection: None (CD
must be in drive)
Designer: Mike Verdu
Publisher: Legend
Entertainment Company
Chantilly, VA
(800) 658-8891
Reader Service d: 323
Savior
Syndrome
Despite Cliches, Legend Scores A Critical Sci-Fi Hit
by Martin Cirulis
must admit to a dark secret: I have
a problem with Adventure
Games. Namely, I usually don’t
find them to be very adventurous.
1 grew up on the escapades of
heroes, both real and literary, and,
while they were all quick of mind
and had to deal with the occasion-
al maze, I don’t remember any of
them having to endure all the
endless, inane, and unrealistic puzzles-dis-
guiscd-as-problems that infest every
square inch of the average computer
adventure game. So it was with more than
a little trepidation that 1 booted up
Mission CRITICAL, the new SF title from
Legend. Fortunately, Mission Critical
is a pleasant surprise, the rare game that
can serve as an example of how to do a
good, straightforward SF adventure.
MILITIA FANTASIES
Mission Critical sports an extremely
well fleshed-out story and background,
except for the cliched premise so com-
mon to SF adventure games: the Evil UN
is spoiling everything, and only clever
Americans can lead the way back to free-
dom. In this ease, all those crazy foreign-
ers take over the world and proscribe cer-
tain technologies, specifically nano-bot Al
lifcfonns, as being harmful to mankind.
Eventually, a group of countries rebel
against this motherly yoke and break away
to fonn The Alliance, which fights in the
name of unchecked scientific advance-
ment, eating cake for breakfast and mu-
lling with scissors. Of course, knowing
what hotheads those UN types are, a long
war of secession immediately breaks out;
and attrition being what it is, the Alliance
finds itself slowly losing ground and in
desperate need of an unbeatable tactical
advantage such as the accidental discov-
er)' of an Alien outpost on the distant hell-
planet Persephone. This is where you
come in.
You are an Alliance Naval officer and
basic Good Guy, and while it isn’t stated
overtly which country leads the Alliance,
your starship is the USS Lexington —
leaving little doubt which way your apple
pie is buttered. Your starfaring
Battlecruiser is escorting a science ship
into orbit around Persephone, when sud-
denly a UN Battleship pops out from
around the far side of the planet and rav-
ages both Alliance vessels so badly that
your captain (played in near-subsonic
fashion by Star Trek: TNG’s Michael
Dorn) must surrender. Fortunately, all is
not lost, and in a Kamikaze maneuver,
your Captain knocks you out to fool the
enemy scanners and transports the crew
of both vessels to the victorious UN
Battleship. But much to everybody's cha-
grin, he also brings along a thermonuclear
warhead that goes boom at the moment
of docking.
I his renders you both friendless and
enemy-less in a single white flash, and
incidentally leaves you with the almost
impossible task of continuing the mission
alone...but I guess Worf figured that a slim
chance is better than no chance at ail, and
preferred to die rather than let the UN
take the prize. Contrived? Yes, but you
have little time to ponder this as you are
greeted by the scream of escaping air, fol-
lowed by the polite computer pointing
out the deck you arc on will soon blow- out
into space, unless somebody gets his act
together and patches the hull breach.
SPATIAL SENSIBILITIES
After you get through the live-action
CG
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Circle Reader Service #47
ADVENTURE/RPG
REVIEW • MISSION CRITICAL
► GALACTIC PLUMBER'S FRIEND Problem with the emergency coolant? No big
deal— my Pocket of Infinite Storage lets me hike around with everything from a
cutting torch to a Spacesuit.
video frame for the
story' which consists
of some pretty f;iir
acting for 20-odd
minutes at the begin-
ning and another 10
or so at the end, you
are faced with an
SVGA first-person
perspective game
that initially looks like
a well-done version
of Alien Virus. Only
after you begin mov-
ing about the
Lexington do you
realize that this is more like an SF version
ofTi IE lltli Hour, with that same high
resolution moving-through-syrup feeling
as you mouse-click your way down halls.
While the SVGA look is modem, the
actual game mechanics are classic tried-
While I’m sure none of this sounds rev-
olutionary' to most of you out there, the
real strength of this game is not in the
mechanics, but what you are expected to
do with them. MC strives, and usually
succeeds, in giving you realistic problems
the resolution is probably
far more philosophically
complex than most play-
ers arc used to.
MISSION: ENJOYABLE
Mission Critical has
its problems, and for all
the obvious work put into
it, there is still a “first prod-
uct” feel to the game that
may put off the experi-
enced gamer despite the
good graphics and excel-
lent sound. On the other
hand, this game is both
extremely stable and its system require-
ments are wonderfully low in this age of
muscle machines and sloppy program-
ming.
'Hie story' is good, recovering well from
a weak start, with the wonderful fleshing
and-tnic adventure game stuff.
Mission Critical takes very few cheap shots. Even
so, some gamers may not be used to looking for
key items where they should be in a large Starship,
instead of having them close by the problem they
are involved in. In a game where tools are very
important and certain ones are used over and over,
here is a short guide on where to find what you
need in a hurry and a couple of hints on what to do
with them.
After you have sealed the
hull and gained access to
the rest of the ship, you’ll
have a few moments to
shop around before the
reactor core melts down
and ruins your whole
year. Zoom down to the
science lab on Deck 5,
where you’ll find the
mi »» - . oui »“> ■ ver v hand y Gei a er
ren’f always oW'° • counter, and take the
a . . scanner as well (for
'°® c ‘ some key views once you get
down to Persephone). From there, zip down a
level to Deck 6 and snag the extremely useful multi-
tool that will carve open most things that seem to
be more than they appear. The last key tool is the
cutting torch, and can be found in Engineering once
the Geiger counter helps you “hot-cold” your way
down there. With these four gadgets and a clear
head, you should be well on your way to getting
your “Starship Repair" merit badge.
to solve, some of them lethal but most
not. There is no game-playing security
program or pointless maze in this game.
Your task for the first half of the game is to
gel the Lexington functioning again so
you can figure out exactly what is going
on and then decide what you are going to
do about it, but the beaut}' of this game is
how much credit they give the player.
Instead of insulting your intelligence with
time-consuming “puzzle” tasks, MC gives
you “real” tasks like figuring out how to
reroute coolant into the reactor or fixing
the antennae so you can get orders from
the high command. ’ITiings are almost
never as easy as they first appear, but the
obstructions arc organic to the story.
Rarely do you feel the obtrusive monkey
wrench of fate which designers use to
stretch out adventure games or make
them “more challenging."
Players should be warned that there is a
major combat sequence in the middle of
this game, but it is more tactical than
arcade in execution. Players unwilling to
mix strategy with their adventure can set
the difficult)' to its lowest level, and the
game will run through it for you like
another video sequence. Also, those
expecting another Die: will be suqmscd
that the exploration of the Alien base only
comprises the last third of the game, and
out of the sets and backgrounds earning
most of the game. There is a small lack in
the drama department, most of the cli-
matic moments being wcll-conceived but
a little too flat or cerebral to deliver a lot of
excitement. On the other hand, the end-
ing is probably one of the deeper ones 1
have seen lately.
While far different in execution,
Mission Critical shares many sensibili-
ties with Origin’s SYSTEM Si 10CK, another
great SF adventure game, and I heartily
recommend this game to anybody who
isn’t wearing a “I'm so clever I finished
The Uth Hour in 90 minutes” T-shirL
Even more importantly, I find myself
eagerly awaiting the next adventure from
these designers. %
►APPEAL: A great game for anyone
who loves SF and wants to immerse
themselves in another world.
►PROS: Fast, enjoyable game on the
same difficulty level as Full Throttle.
A pleasant departure from more puz-
zle-oriented adventure games.
►COHS:
Experienced
adventure gamers
might find it too
short, and there
are some flat
spots in the story.
CC
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Circle Reader Service # 246
BAD DAY ON THE MIDWAY • REVIEW
Psychedelic
Camy
The Residents Will Make You Think Twice About Those
Carnival Hot Dogs
n n the most broad sense, Inscape’s
| I Bad Day on the Midway is an
; ■ adventure game. It plays out in a
■ dark landscape that’s ec|ual parts
i ■ bad dream and good mushroom
I ■ trip, complete with off-center
H camera angles, blurry transitions,
H and carnival-esque attractions tlial
defy description. One “ride”
HI whisks you through a gallery of
emotional scarring (Consumed by
Unseen Self, Paralyzed by Mob Inertia,
Brain Buried by Libido ...); another fea-
tures graphic paintings of atrocities from
the Spanish Civil War. 'I here’s even a
sperm whale giving birth to an electric eel
right across the midway from the Tliree-
I leaded Abominable Snowman.
'Then there are the aptly-named char-
acters ... a collection of eclectically pathet-
ic souls that you don’t just talk to, you
become, seeing the world through their
eyes, privy to their innennost thoughts.
There’s Ike, the owner of the
Midway, who feels a certain kin-
ship with Hitler. His previous ven-
ture — a fascist miniature golf
course where every' Monday was
“Master Race Day”— went
under. Now that lie’s laid up with
a bad coma following some
unspecified accident involving
acid, the Midway's in trouble, too.
Dixie, Ike’s nonc-too-bright
bride, is gamely trying to fill his
shoes while pursuing her life-long
dream of becoming an enchanted
singing cowgirl, like the one in the
stories her daddy used to tell. Her
motley work force includes Otto,
the whiny operator whose only friend is
Oscar the Racing Rat; Dagmar, whose
relationships with dogs and men are inter-
twined throughout her life and tattooed
across her body; and Lottie the Human
I og, who dances and sings a happy little
song about the time her legs were man-
gled in an automobile accident.
PAUSE BRIEFLY FOR PLOT
DEVELOPMENT
There's also a deranged psycho on the
loose, working to rid the earth of ugliness
by killing everyone and everything that
offends his personal sense of aesthetics;
even kittens aren’t exempt. He collects
scraps of this and that from his victims
and fashions them into lovely “butterflies.”
Tin's is a dark game, populated with
profoundly disturbed people sporting
twisted world views. ' I he only vaguely
happy camper is Timmy, an innocent lit-
tle boy given to Freudian dreams and wist-
by Mark Clarkson
ful memories of his departed hamster, and
even lie’s been known to shoot people.
Every body’s got a story to tell, from Ike on
down to the Racing Rat, and hearing as
many of them as you can is a big part of
the game.
I sat mesmerized by Bad Day on the
Midway for nearly an hour, neither know-
ing nor caring what the plot was. As
William Hurt say's to Tom Bcrcnger in The
Big Chill, “Sometimes you just have to let
art (low over you.”
But it turns out there actually is a plot
of sorts. Dixie is desperate to find tax
papers with which to fend off the tena-
cious IRS agent, some money to pay the
bills, or at least some more ammo for the
Kill a Commie Shooting Gallery. (“Why
don’cha come on in and knock off a few
Commies?”) Luckily, there’s rumored to
be a fortune in gold hidden somewhere
on the Midway.
Meanwhile, the man who may be
responsible for Ike’s accidcnt-
that-vveren’t-no-accidcnt is
back, in disguise. As you play;
time keeps ticking away;
come nine o’clock, the
Midway shuts down and the
game is over, if you survive
that long, 'fliere as many
ways to die in Bad Day on
the Midway as there are
characters to play. You can be
shot, murdered by the psy-
cho killer or crushed beneath
the skeleton of the three
headed abominable snow-
man. And, oh, did I mention
the plague? By nightfall, peo-
M- —
► THE EYES HAVE IT Bizarre as it looks, the game’s interface is
sheer simplicity; take your time, because the clues you need are
often a mere mouse click away.
Price: $49.95
System Requirements:
IBM compatible 486-
33DX or better,
Windows 3.1 or better.
8 MB RAM (16 MB rec-
ommended), 256-color
Graphics, 2x CD-ROM,
16-bit sound card.
Protection: None (CD
must be in drive)
Design: Jim Ludtke
and Lain Lamb with
The Residents
Publisher: Inscape
Los Angeles. CA
(800) 741-3043
Reader Service d: 324
MAY 1996
cc
ADVENTURE/RPG
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Circle Reader Service H290
BAD DAY OH THE MIDWAY • REVIEW
pic arc dropping like flics.
Playing llie game through won’t take
you long: an hour or two. But with Bad
Days many characters, choices and sur-
prising helpings of pure randomness, it’s
never the same two hours twice.
TILT-A-WORLD
'I lie characters are played by stiff-joint-
ed puppets with actors’ faces projected
onto their heads, composited into Bad
Day’s tilted, 3D-rendered world. 'Hie
result is decidedly funky and not very real-
istic, but it fits well with the look and feel
of the rest of this demented game.
’Hie introductory sequence flies you
over the midway then swoops down and
punches straight through the back of cute
little Timmy’s head, leaving you looking
out through his eyes. After that, any time
another character stops to talk, you have
the chance to “jump” to that character,
trading one set of eyes and inner voices
for another.
’flic characters’ interior monologues
play out in broken fragments across the
bottom of the screen. It’s a mistake to
ignore them and go clicking your way
frantically about the midw ay, looking for
clues; most of your clues are right in front
of you.
Rather than the typical, linear game
where w e follow a single character down
a long, narrow plot path— find the key,
enter the city, find the balloon, find the
helium, fill the balloon, fly to'liimbolia—
Bad Day offers a shorter, wider, more
convoluted plot path which you experi-
ence over and over from different per-
spectives. No single pair of eyes sees
everything; no one person knows the
whole story. The point of the game is to
play it through again and again, to explore
the inner w orlds of all the characters, to
experience every possible ending, includ-
ing all the death scenes.
While there is as much multimedia as
game here. Bad Day nonetheless man-
ages to tell several good stories, when
most adventure games can’t spin even
one good tale. Jim Ludlke and The
Residents have given the genre a much-
needed spike of heroin — a dark glimpse
into people’s souls, exploring alienation
and defonnily and insanity and death,
with a big dash of macabre humor. If this
virtual dmg trip isn’t for you, fine. On the
other hand, if you want to try something
truly different, Bad Day may just be your
ticket. %
►APPEAL: This is for anyone who
can’t stomach another goody-goody
adventure game with cute elves and
overly polite princes.
►PROS: As bizarre as the entire
experience is, the characters are so
intriguing— even the ones you don’t
like— that they entice you to play
again and again.
►CONS: There
are times when
the game is so
stylized that the
plot development
suffers too much,
even for an “inter-
active art film.”
“Su-27 FLANKER is a must-own
for serious PC flight junkies. ”
— PC Entertainment
"Su-27 is without qualification the most
realistic modern-day air combat simulation
on the market. ”
— Strategy Plus
Circle Reader Service #208
ADVENTURE/RPG
STONEKEEP • STRATECY
Deep In The
Keep
A Traveler’s Aid For Unlocking Stonekeep’s Toughest Puzzles
by Petra Schlunk
p WHAT A FAERY Give the Faeries what they want and they’ll reward you with useful
I items and advice.
Sewers, and you must fully explore both
o you ever stare at walls,
unsure if they arc real or
imaginary? Tired of mystic
symbols and unfeeling orbs
that leave you cold? Will
the purple mists around
your head never clear? If
so, you aren’t alone —
Interplays STONEKEEP is
filled with puzzles that can
stump even experienced players. Hie fol-
lowing guide will take you to healing
fountains, show you where keys arc hid-
den, and what dangers to avoid. Be care-
ful, however, lest you spoil the game for
yourself by reading too far ahead of your
current position.
FROM RUINS TO SEWERS
First, find your way downstairs from the
tower and head east. Go up the stairs in
the southeast comer to find the nearest
healing fountain. Mark this location;
Drake will return here many times to
recuperate from his battles. After you
defeat the Shargas in the central room,
you get Afri's Orb. Placed on the ground
in front of Drake, this orb reveals hidden
rooms and nearby unexplored areas.
On level two, find the illusionary' walls
by: 1) hying to walk through the walls —
somewhat difficult; or, 2) wait until you
have freed Farli the dwarf— let him detect
the w alls for you. Make sure to go down
both stairwells from the first to the second
level, or you may not find everything. The
Ivory' Key is on the second level in a room
with two sacks of grain; this room is
opened with an Iron Key' dropped by
three Shargas after a battle.
Two exits lead from the Ruins to the
routes. Hie Sewers can only be drained,
however, with two cylinders hidden under
the brackish water. Step back, literally', and
y ou will find a cylinder in each of the two
Sewer sections. Place these cylinders in
the mounted drain cylinder switch control
devices on the previous level, then press
each device. This drains the Sewers and
opens the two walls there that Farli com-
mented on.
In the center of the Sewers lives a
huge, tcntaclcd beast. Kill the beast, brave
adventurer, and get the small marble stat-
ue that it drops. In the area surrounding
the beast’s lair, listen for the sound of the
whistling winds. When y ou hear them, go
through the illusionary wall to your east,
so that you can exit the Sew ers. You find
that you have re-entered the Ruins, but
arc in an undiscovered area. Once you
find the pedestal, place the statue on it to
open a passageway to the Sharga Mines.
THE SHARGA MINES AND THE
TEMPLE OF THROGGI
In one area of the mines, Drake falls
into a pit— it’s inevitable, don’t fight it. Be
prepared to back up quickly, though, or a
giant will smash y our character with a
huge boulder. Elsewhere, you find this
same giant sleeping by a chest, lie can’t
be killed, but you really must get to that
chest— limv? Once again, retreat; then
smash the barrels near the chest with a
ranged attack— firebombs w ork w ell for
this. Afterwards, the Giant will have (led
the premises, so you are free to recover
the ITiroggish Key and Aquila’s Orb from
the chest. By using Aquila’s Orb on the
party, Drake can heal everyone two times
on each level. Ihc lliroggish Key unlocks
the western exit of the second level of the
Mines, leading to the Temple Entrance.
Bew'arc! A section of the Entrance is
frill of arrow traps. Make sure you’ve
explored everywhere else that you can
CC
HAY 1996
ADVCNTU RC/R PG
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Service fees apply beyond the first 14 free days. \ Valid major credit card required. Phone charges may apply. A PSINet Company. © PSINet Inc. 1 996.
Circle Reader Service #277
STONEKEEP • STRATEGY
reach beforehand.
Among the items you
should find is a scroll
on a dwarf s body. 'Hie
scroll has a list of direc-
tions (right, forward,
left) for getting through
the arrow zone intact.
Now, take the stairs
beyond the traps to
reach the Temple of
k ELVEN frozen TREAT Cast a low level firebolt spell or use ' niro S8 L VVhilc ,lle
I Helion’s Orb to thaw out this frosty elf. Temple has a lot of
jj puzzles, your main goal
is to enter the temple
proper (door with froggish face at the top), get an orb from a statue of'ITiroggi, and exit
the level. There are two ways into the inner temple. One is a secret passage that leads
from a prison cell to the temple. The other is through the main entrance if you have
fought Gorda Kam and recovered the Throg Pendant from him.
Inside the inner temple is a statue ofThroggi. Steal one of his eyes; this is Azraels
Orb. Used on Drake, it endows him with Quickness, and you must have Azraels Orb to
pass the gate of spears near the entrance to this level in any case. Beyond the spear gate
is the next level, the Feeding Grounds.
THE FEEDING GROUNDS AND DWARVEN FORTRESS
To reach the Feeding Grounds’ second level, you must find one of two copper-col-
ored Throggish Keys. Tliere are two doors on level one with glowing green glyphs that
damage Drake if he tries to pass them. Until Drake has been to heeding Grounds level
two, he won’t be able to pass these glyphs safely.
Once you've reached level two of the heeding Grounds, you find some red feathers.
These allow your party to pass the glyphs on the doors upstairs. When you meet the
chained dragon, you free her by finding two halves of a sturdy key.
Also on this level, you encounter the infamous purple wisps. Fvcn if they irritate you
(as they do the Dwarf), keep in mind that these wisps are faeries and therefore friendly!
Where the Faeries disappear is the entrance to the Faerie Realm; keep this in mind for
later. Meamvhile, you should check out another item on this level: a huge stone, made
of magic flint, something you will definitely need later on.
After you’ve explored the accessible areas of level two of the Feeding Crounds, return
to the first level and go through the glyphed doors, one of which leads to the Dwarven
Portress. Flere you meet a blacksmith whose forge must be re-lit before he can help you.
Take the magic chisel he gives you, and return to Feeding Grounds level two. Use the
magic chisel on the large stone to get a piece of flint. Return to the fortress, re-light the
forge and get the key fixed. With the now'-wiiolc key, first unlock the chains binding the
dragon’s legs and then the ones around her neck. After she leaves, you can explore the
corridors that her body had previously blocked.
FAERIE REALM
Plant a primrose on the second level of the Feeding Grounds where faeries keep dis-
appearing; this opens a small room to the east that leads to the faerie Realm. Three
things must be done here, first, find what each faerie is missing and get items or advice
in exchange. Second, you must visit the Queen — the faeries are more than willing to
offer advice, and give you some key items needed to sec her. Third, you must explore
the troll area. Do this only after you get the four-leafed clover from Sweetie. The clover
lets you see the trolls, making it easier to kill these tough monsters.
CC
ider Servieil
HAY 1996
qlm tera’ngan!
(Attention Earthers!)
STARTR6K
THE ULTIMATE
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LEARN OR DIE!
Circle Reader Service U252
STAR TREK"* & 01996 Paramount Pictures. AH Rights Received. STAR TREK and Related Properties are Trademarks ol Paramount Pictures. 01996 Simon & Schuster Interactive, e division of Simon & Schuster. Inc.
STONEKEEP • STRATEGY
lb see the Queen, you need two keys (from Giggles and Surly) and some primroses.
Use the two large keys on a key hole near the ground to the right of the spear gate. Go
through the gate. Drop five primroses at the Queen’s door (you may need to step baek
before dropping the primroses) and go twice around the square walkway in front of her
door. Then you can enter and see the Queen in all her glory'. Finally, be sure you kill all
the trolls! You must find Yoth-Soggoth’s Orb (which can recharge your nmecasters) in
the troll area.
ICE CAVERNS
Be sure that you complete the Faerie Realm before heading to the lee Caverns. Here
you must find a special weapon to show to Kandoc, leader of the local tribe. A hint: use
Afri’s orb often. When you see a “secret” area, try hitting the wall that blocks your way.
There arc two such breakable walls; behind one is the weapon, a blue ball of fire.
After you show Kandoc the blue fire, he leads you to a secret passageway. Go through
the passage and kill the Ice Queen. She drops Helion’s Orb, which is a wanning orb. It
thaw's out any frozen characters and keeps your party from taking further damage in the
Caverns. A new exit, south of the Ice Queen, opens after you kill her. 'I his leads to the
Gate of the Ancients.
GATE OF THE ANCIENTS AND THE PITS
Your main objectives here arc to find: 1) the exit, in a secret area in the middle of the
Gate of the Ancients; and 2) Safrinni’s Orb. Explore this area carefully for illusionary'
walls, buttons and teleporters. Descend all pits and ladders you find to gel to the Pits.
Make sure you search all of them! It helps to mark explored ones on your map so you
know where you’ve been.
In one of the first areas of the Pits are three rooms and a plaque that warns not to be
greedy. Enter the middle room to get the Wolf Key, and use it to open a door in the
Gate. In the area behind this door you find the Eagle Key, which in turn opens another
area, where you find a Very' Sturdy Key; This key opens the last door on this level.
To gel to the center area (and the exit) of the Gate, go to the Pits, where you read a
plaque about "rising above your station.” Use Safrinni s Orb to float up through the hole
in the ceiling at the end of this hallway, then try' to w alk through the w alls you find. This
may take a few tries until you find the right wall. Wien you manage to pass through to
the center area., explore it carefully and be sure you have six orbs before you leave.
THE PALACE OF SHADOWS
'Hie Palace has left and right sides that arc mirror images of one another. So, when
you find a button or illusionary wall during your explorations, understand that there will
be one just like it on the other side of the dungeon.
In the Palace, you find tw o mystic symbols. Placing both symbols together in the
places where y ou found
them reveals the
entrance to the central
halls of the palace. Down
the center, Marifs giant
orb blocks your way, so
shrink and collect it.'lliis
orb gives great strength
and allows you to pass
formerly impenetrable
barriers. Past one of these
barriers is a floating skull
called Scourge; near him
is the exit to Khull
> KEEP YOUR HANDS OFF MY ORBS In the final confronta-
tion, bravery and strength will get you nowhere. Try trap-
ping Khull Khumm instead.
HAY 1995
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MASTERS OF THE NEW ART
KILL
You are over o million
miles from home, on
the surface of a deadly
moon, and you ore
about to come face to
face with some of the
most terrifying
creatures in existence.
Feel your pulse quicken as
you discover hideous secrets.
Prepare yourself for hidden
dangers, os you fight your way
through a super realistic,
3D environment. Explore an
unknown world populated by
a race of horrifying beings
possessed with an
unrelenting need to kill.
If you survive, you will
have experienced the adventure
of a lifetime. If you don't,
may you rest in pieces.
IF LOOKS COULD
features these incredible innovations:
Circle Reader Service ~ 126
STONEKEEP • STRATECY
Khuums Tower. The exit is obscured by a magical barrier; break it by casting Spoilspcll
or Murphys Rune.
KHULL KHUUM'S TOWER
The Tower has four levels in addition to the Lair of the Dark Dwarves that you can
reach from the first level of the tow er. Don’t go straight up the stairs as suggested by the
gargoyle at the beginning of level one! Most of the lower levels have many illusionary
walls and buttons that open secret passages; so be extra careful exploring. Before your
final confrontation with Kluill Khuum, there are a lew' things you must do.
Recover a scroll with strange markings from the Dark Dwarves. Use these markings
(ignore spacing, lines, and capitalization) to solve the puzzle behind a loose brick in the
hallw ay opposite the door that damages Drake when he tries to open it.
On level one, recover the silver ankli and find the shimmering cross on a wall. There
arc several places in the tow er where you will find such ghostly markings. You must have
the corresponding silver item to pass through these walls, to be teleported elsewhere.
On the next two levels find the remaining three silver items and use them to go
through any walls that bear shimmering symbols. On the third level you will find a wall
with all four sym-
bols. Passing this
wall takes you to
the fourth level of
the tower.
Kluill Khuum
is on the fourth
level, in the very
center. You must
step into the cen-
ter square to meet
him. You cannot
kill him; you must
trap him instead.
Use the four sil-
ver items on the "
plates around the center to trap Khull Khuum and destroy him.
With the orbs you get from Kluill Khuum, you are ready for the last challenge. I lead
south through a newly appeared wall with four markings to get to Thera's Temple.
THESE COLUMNS DONT ADD UP You’ll have to place the correct
orb on the highlighted pillar to restore the temple and win the game.
See the table for a description of the orbs.
THERA'S TEMPLE
Of the nine pillars in the Temple, only one at a time will be highlighted. You must put
the correct orb on each pillar to restore the temple. T he orbs represent planets and they
go on in planetary order, according to the table below'. As soon as you place the last orb
correctly you will bit the epilogue. Congratulations!*!;
OrbOfJfstription
Helion
gold with red stippling
Aquila
golden, healing
Thera
Earth
Azrael
red, quickness
Marif
red and gold swirl
Afri
gold with ring, mapping
Safrinni
green
Yoth-Soggoth
medium blue with horizontal dark blue swirls
Kor-Soggoth
blue-gray
THE UIIZHRDRY
HDVERTRRE
TOKES ON ThE
WORLD
ADVENTU RE/RPG
HINTS & TIPS • RIDDLE OF MASTER LU
Solve The
Master’s Riddle
A Speed Learning Course In Ancient Chinese Secrets
by Arinn Dembo
I isn’t easy following in the foot-
steps of a master— especially a
canny old genius like Master Lai.
If you’ve run into some obstacles
while guiding Robert Ripley
through the twists and turns of
this game, I’ve got just the clue
for you.
Pei-Ping, first visit: Having trou-
ble getting rid of that pesky peas-
ant? Tired of seeing the charming snap-
shot of Ripley’s grave? The key to handling
this guy is what he does for a living: col-
lecting salvage metal. The only way to get
him off your back is to arrange a distrac-
tion with a valuable piece of metal — say,
by putting it where he can’t immediately
reach it.
Pomerania: b inding the entrance to
the Barons secret laboratory is difficult,
unless you’re a real ace. Its in the billiards
room, naturally— but where? There was a
clue for you when you opened the drawer
of the games cabinet— something was
missing. Bet it’s hanging around here
somewhere!
Once you escape from the Baron’s lab,
of course, there’s still the problem of
breaking into his tomb. You’re going to
have to go back to New' York and get
someone to help you on this caper—
don’t forget to bring refreshments for the
trip.
PUZZLED IN PERU
I here are three important locations in
Peru, and you should thoroughly search
all of them, including the one you’re
standing in — the Posh Express office.
Mocha Moche: Here’s your chance to
get rid of that cursed Emerald; but I’m
sure you’ve already figured out who you
can palm it off on. The main challenge
here is keeping Ripley alive while he
hangs over the side of the tower, trying to
recover a gleaming artifact from the skele-
ton niche. The key to solving this dilem-
ma is a simple formula: two vines equal
one rope, so long as Ripley doesn’t have to
trust his full weight to them.
Easter Island: It takes an odd combi-
nation of engineering, navigation and arts
n’ crafts skills to gel through this part of
the adventure. Ripley will have to do quite
a bit of extra leg work. ITerc’re a few' sug-
gestions to move things along:
'Ihe first thing to do is get the Watching
God back on his feet; it’s going to take
some leverage to accomplish this. 1 he
fulcrum (base) of your lever is lying on the
beach. I’m sure you can pul together the
rest out of simple campsite materials. As
for the Watching God’s missing eye, it has
been broken into two parts: the pupil’s
location is as plain as the nose on your
face, but the white of the eye has been
taken from the island.
Dr. Twelvetrees’ shed is awfully useful.
Ripley should search Ihe place at least
once before exploring the quarry, and he
may find something in there to get him-
self and Twelvetrees out of a jam. l ie just
has to be careful not to blow his own horn
until the trap is set.
Sikkim: The Temple of the Hidden
http://www.holobyte.com
Visit your local retailer or call 24 hours: 1-800-695-GAME (U.S. and Canada).
TOP GUN™ 4 ©1995 Paramount Pictures. All rights reserved.
Spectrum HoloByte it an AuthorUed User. Underlying software
code ©1995 Spectrum HoloByte. Spectrum HoloByte Is a
registered trademark ot Spectrum HoloByte, Inc. All other
trademarks are property ol their respective holders.
Thrill of it
ADVENTU RE/RPG
HINTS & TIPS • RIDDLE OF MASTER LU
Way presents an interesting series of prob-
lems. The monks here are cryptic, deliber-
ate creatures; virtually every word spoken,
both at the gate and at the Temple, has
two meanings. Of course, you won’t get
through the gate at all unless you figure
out how to pass as one of the brothers.
' I lie mark of the temple is the ring that
the gatekeeper wears on his forefinger.
Look through your inventor)'; the Baron
may have given you more than one key.
Tlie challenge of the Temple is three-
fold. TTie gatekeeper has told Ripley that
five of the Brothers have been given the
wrong prayer wheels. Ripley must
rearrange those five prayer wheels until
each monk has the correct wheel. Io be
brief, the monks with the incorrect prayer
wheels arc in cells #4, 116, 119, ll\2, and #15.
Keep in mind that a monk w ho knows
a certain prayer does not need the prayer
wheel for that virtue. It took me some
time to realize that Ripley was also sup-
posed to be looking for the Brother who
had been studying in the Temple longest.
Why? Well, because Ripley is seeking the
Midden Way— and, as the gatekeeper
said, “Only lie who studies longest knows
the Hidden Way!” The problem of the
prayer wheels is actually an elaborate
logic problem, a lest to see w'hcthersup-
IhEAmozingNaH
A s mazes go, The Hidden Way isn’t the worst
you’ll see; at least it contains no deadly sur-
prises or traps. Since the maze is rectangu-
lar, consisting of square rooms connected by
paths of light, the best way to get through it is to create
an old-fashioned map on graph paper. The Hidden Way is
11 rooms in length (I would suggest making this a height
measurement) and nine rooms in width. Counting from
the top and left, Ripley enters the maze in the fifth room
of the second column. There are artifacts to be collected
in the maze: an incense burner in the bottom room of the
eighth column, and a bone chisel in the ninth room of the
first column. You can collect these if you wish, but Ripley
doesn’t need them to solve any puzzles. The exit to the
maze is in the sixth room of the fifth column. If you have
absolutely no luck mapping the maze yourself, you can
try to follow this sequence of directions: it should take
you to the exit. (R=door to the right side of the screen,
L=door left side of the screen, U=door top of the
screen, D=door bottom of screen)
D-R-D-D-L-D-D-L-D-R-R-U-U-R-D-D-R-U-U-R-R-U-L-L-U-
L-U-U-L-U-R-U-L-U-L-D-L-U-U-R-R-R-R-D-D-R-R-R-R-D-D-
D-D-D-D-L-U-U-L-L-U-L (EXIT)
plicants are intelligent enough to be
allowed into the Temple.
Here’s the solution. USL the prayer
wheel brochure to identify the wheels,
and give each to the appropriate monk:
IVIonk #4
Know's Prayer of Insight
Has Wheel For Serenity
Needs Wheel for Wisdom
IVIonk #6
Know s Prayer of Wisdom
Has Wheel for Peace
Needs Wheel for Serenity
Monk #9
Knows Prayer of Truth
Has Wheel for Insight
Needs Wheel for Peace
Monk #12
Knows Prayer of Peace
Has Wheel for Truth
Needs Wheel for Insight
Monk #15
Knows Prayer of Serenity
Has Wheel of Wisdom
Needs Wheel for Truth
When all the prayer wheels have been
pul in place, talk to Monk II 9, the senior
monk, who can open the Hidden Way.
The I lidden Way is in cell #14, and con-
sists of a maze beneath the temple (see
"I lie Amazing Maze”).
When you reach the exit from the
maze (it has a rather complicated ladder
apparatus instead of four ropes hanging in
the center) PULL the rope in the upper
left comer to lower the ladder. Climb the
ladder into the cupola, look at and sketch
the copy of Master Lu’s waitings, then
climb back down the ladder. Finally, at
the Sikkimese Posh Express Office, send
the bone chisel and the incense burner to
Feng Li, and buy a ticket to Pei-Ping.
Pei-Ping, second trip: Tills episode
can be frustrating, since Ripley has so little
control over the unfolding of events.
There is no way to remove the gun from
the brazier. Tlie only way to protect Ripley
from the exploding bullets is to shield
him— or to use an object shaped like a
shield. Once our heroes arc no longer in
danger of imminent death, and Ripley has
«
MAY 1996
his journal back, there’s still the problem
of recovering the solution to Master Lu’s
puzzle. Kuang ripped out the vital page of
Ripleys notes, and there’s no way of get-
ting it back — or is there? Take another
look at the journal, and consider that
Ripley has to press awfully hard to make
those bold, thick lines when lie’s sketch-
ing.
Tlie Emperor’s Tomb: The fanner has
everything you need to break into the
tomb; don’t be afraid to ask him for equip-
ment. Once you're in, the solution to
Master Lu’s Riddle will become immi-
nently clear. The last hurdle in the tomb is
one of the most difficult; a lake of mer-
cury bars Ripley from the entrance to the
Emperor’s mausoleum. Keep in mind,
however, that mercury is much denser
than water (and thus has a higher surface
tension), and a somewhat silly solution
may present itself. I lope you didn’t forget
anything at the jade door.*fc
Hf these clues aren't enough to help you
bag the Seal of the Emperor Shih Huang-di,
all is not lost. A complete walk-through is
available on the Net. See “Following in the
Footsteps of the Master" on CGI/lfs web
Location Oddities to be Collected
Pei-Ping
Rebus Amulet, Silver Butterfly
Pomerania
50,000,000-mark note,
World’s Cheapest Stamp
Mocha Moche
Shrunken Head, Wheeled
Toy, Crystal Skull
Easter Island
Whalebone Horn,
Stick-and-Shell map
Sikkim
Bone Chisel, Incense Burner
AN OLD WORLD T
A NEW WORLD
‘95 HARVARD CUP
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Circle Reader Service tt 234
PETER OLAFSON • ACTION
f f Strife
makes the
story inte-
gral to the
game-
play. §|
lie bloom
came off the
changed
forever the
way gamers
thought
about action
and the IBM, but it also suffered from a
basic limitation: You went around killing
people. That was pretty much it. And, five
years later, that’s still pretty much it.
Strife, scheduled to be published in
May by Velocity, takes this evolution
another step. This 29-level action-adven-
ture, developed by Rogue Entertainment,
finally pushes the DOOM 11 engine into
RPC territory. It has potential, and a first
look suggests you’ll want to take another.
The story so far: A comet struck
Maxis, known for their Sim line of
games, is jumping into the
action genre with a 3-D shooter
that is part Descent and part
Microcosm. Called The Mindwarp,
this game starts you in space,
where you are swallowed by an
immense organic entity called,
appropriately enough, The
Mindwarp. This title will allow full
360-degree movement, the kind
that Descent pioneered, although
it is distinguished from other
DooM-clones by its organically-
themed levels (you look like
you’re flying inside a giant
esophagous) and by virtue of its
your home planet. It released a virus;:
millions perished. Others were not so
lucky: they mutated, and the mutants,
responding to the voice
of an evil Cod in their
heads, formed a ruling
class called The Order.
(Yes, as you’ve probably
gathered, there’s some
larger force at work here.)
Meanwhile, you’re just
trying to stay alive. If you
manage that, you’ll even-
tually find yourself work-
ing for the resistance SHOOT THE
movement as a “prob- designed to
lem-solver.”
Why do I even bother
setting the scene? After all, the stories that
accompany action games are usually inel-
evant. They take up a couple of pages in
the manual and an end-of-episode screen,
adventure-style plot. While inside
The Mindwarp, you will have to
find the Dream Fragments, which
when joined together will unlock
the secrets of this organic
leviathan and reveal why it is in
your corner of space. Fear not,
though, action fans, for this
game is, at its heart, an action
game, so Maxis assures that
there will be plenty of creatures
to destroy. The game won’t be
out until summer, but watch for a
one-level demo of The Mindwarp
at Maxis’ website at
http: //www. maxis, com .
BREEZE? Strife introduces RPG elements
make players think first before shooting.
bill enjoy no real in-game existence.
CYBERMAGE began to change that,
and Strife makes the story integral lo the
gameplay. If you like, you can race
through the game, shooting, grabbing and
filling up your inventory. (Nice touch: You
can drop stuff.) It’s an action game, after
all, and you can’t be everybody’s friend.
You’ll especially enjoy wreaking havoc
with the flame-thrower, which reduces all
comers to a burning crisp.
But perhaps you’re better off talking
and thinking and maybe then shooting.
After all, there are non-player characters
to be questioned. Sometimes you’ll get
the ‘96 equivalent of “Ugh, me tough,”
But other times you’ll be able to extract a
useful nugget (after extracting a useful
nugget from your own purse) — for
instance, that it’s gunplay that sets off the
alarms in town. You can even question the
acolytes you encounter when the game
MAY 1996
CC
ACTION
PETER OLAFSON
begins. At least, they’re honest in saying:
“We’re going to kill you!” And so they arc,
unless you set about using that little dag-
ger in your right hand.
Consider: early in the game, you’ll run
into a fellow named Harris, who’ll set you
on a mission. His voice is sly, his forehead
is high and his eyes don’t quite look in the
same direction. You wouldn’t buy a used
personnel carrier from this man. And, sure
enough, you may discover in the course
of your mission that Harris is a rat. lake
the key he offers when you return from
your sojourn, and you’re setting yourself
up for a deadly trap in the governor’s
office. Kill him, as he so richly deserves,
and you’re on your way to finding the hid-
3-D action has been commanding
the attention of action gamers everywhere. Here are some
cheats to alleviate frustration and mortality. To use these
cheats, simply type them in while playing. You don’t need
to type anything to initialize the cheats. But you can try typ-
ing gabbagabbahey, the old Descent cheat-enabling code,
for a little surprise. The cheats are not case sensitive and
will work with the Descent II demo on the CG-ROM.
Descent II Cheat Codes
BITTERSWEET— Creates a warping effect on screen.
ERICAANNE — All weapons bounce off walls and doors,
though they still do damage to enemies.
MOTHERLODE— Gives you all weapons and full ammunition.
CURRYGOAT— Immediately gives you all keys.
EATANGELOS— All weapons automatically home-in on tar-
gets.
JOSHUAAKIRA— Automatically provides you with a complete
map of the current level.
WHAMMAZOOM— Warps you to any level.
ALIFALAFEL— Immediately gives you all accessories.
ZINGERMANS— Bestows invulnerability.
MY, WHAT BIG PIXELS YOU HAVE Strife's graphics still need some work, evinced by
this wounded soldier's Lego-land look.
You’ll find money along the way (a nod
to CybkrMacl; here), and can use it to
buy weapons and annor in shops, and
treatment at the hospital. You’ll find train-
ers who will improve your skills, whose
lessons will ensure that you shoot
straighter as the game progresses. And you
have allies. You can’t command them,
but, in the fashion of the armed “Bobs” of
Mar-mi ion II, can use their presence to
good effect.
'Hie concept of levels has changed as
w ell. You know' how it usually works: w alk
in one end, kill everything that gels in
your w av and w alk out the other. Here,
they’re not so much levels as pieces of an
environment that flow into and out of one
another, which you will cross and re-cross
through many avenues. (In the demo, the
town connects with the Order’s sanctuary
in three separate places.)
Saving is also handled differently. In
Doom, you could save anywhere — on
the cusp of ever)' crisis — and that short-
ened the life of the game. Mere, you can
still try' to save anywhere, but SiKII 'i;
records your progress only if you’ve
reached certain benchmarks. Unlike the
Marm I IONS, which used this concept to
fine, game-lengthening effect, STRII'T.
handles it invisibly. (After all, having a
game-saving device on a wall is rather
unrealistic, isn’t it?) This should at least
make players more cautious. Dead isn’t
dead here, but dying invariably means
you’ll have to replay some portion of the
game. It’s a good idea; the action game in
which death isn’t a threat isn’t much of a
game.
Not to say that everything was just
hunky-gory in the teaser. Some wall tiles
and certain item and character graphics
were rather muddy and broadly-drawn.
The designers didn’t seem to have done
much with spot lighting effects— the
whole place is lit up like a basketball
court —or more general ones that might
reflect the passage of time (a useful tool in
an RPC). The single saved position per
character may not sit w ell with DoOMers
accustomed to saving at every dark cor-
ner, and w ould seem to invite the player
to paint himself into comers. Aftcrall, if
you saved after a crucial mistake, you’ll
have to restart the game, since recovering
from your saved point won’t do you any
good; you already saved after the fact,
remember? This can be a real problem if
you’ve played for dozens of hours and are
suddenly forced to restart the game.
Playing from the beginning can be frus-
trating, but this approach definitely makes
you think, and can lead to more intelli-
gent gameplay.
But while I have trouble with some of
the details, STRIFE looks like a solid game.
It seems the Doom engines are going to
be with us for a while yet. The action-
RPG is here. And the bloom is back on
the rose. *fc
Download the 3-level demo at
http://www.interplay.com
YOU'RE GOING DO VV
Introducing Descent II
10 new weapons, 30 new levels
Toggle beam floodlights.
New "guidebot" ally leads you through levels.
• Toggle beam lloodllghts that turn on and
olf. • Alterburner that doubles your speed.
“Sequel of the year!”
Computer Game Review
30 new mind-twisting levels • 10 new destructive
weapons systems including the fully automatic
Gauss Cannon • Pure 360-degree madness!
Circle Reader Service #66
Can you see
it clearly?
ting.
Building The Ultimate Visual System
With the recent boom in
multimedia, everybody wants
brilliant graphics that display
instantly. But to get the ultimate
visual quality, you need to build a
visual system. The best tool to boost your
computer’s visualization is an add-in board
called a graphics accelerator that dramatically
improves graphics through greater resolution,
color and speed. The result is better overall
system performance. Applications run faster,
and shifts between applications and pages
are quicker. Games, CD-ROMs and spread
sheets perform better and video playback is
more vivid. Within the accelerator category,
a range of solutions are available.
See more, do more
Let’s say you have a computer and a 1 5-inch
monitor that offers 800 X 600 resolution. For
running applications like Microsoft* Excel,
Word, and (when no one is looking) some
games, the best strategy is to find a 64-bit
accelerator.
multimedia accelerator with 2MB DRAM. On
top of improved 2D graphics performance
(such as a Stealth64 or SpeedStar), a multimedia
accelerator adds full-screen digital video
playback, including software MPEG, to your
visual system. Be sure a multimedia accelerator
supports your operating systems and includes
software to customize your desktop with
features like resolution switching on-the-fly.
Diamond Multimedia’s Stealth 64 Video 2001
What Makes A VisualJSystem
Check the bus
Make sure the accelerator is compatible with
your computer’s bus; the pathway connecting
the new card to the computer's microprocessor.
If your computer is a Pentium, it probably
uses a PCI bus. A VL-bus is usually found on a
486, while older computers are likely to have
an ISA bus. 64-bit accelerators in this category
include the Stealth64 Graphics 2000 Series
(VLB and PCI), and the SpeedStar 64 Series
(ISA), both between $100 and $150.
Get started today without a big expense
To take advantage of applications with video,
like multimedia encyclopedias, opt for a
Series incorporates all these features, at a
starting price of just $150 and includes
Diamond’s InControl Tools desktop produc-
tivity software, and supports most operating
systems, including Windows 95.
Select the performance level you need
If you are using more graphically intensive
programs or are using a larger monitor with
high resolution, such as 1280 X 1024, you
should consider a multimedia accelerator with
faster memory, such as VRAM, for more
visual horsepower. The more video memory,
the higher color depth, the greater resolution
your system can achieve, and the faster your
screen displays will move. Look at the
Diamond Stealth64 3000 Series, at a starting
price of $299.
What's hot in
visualization today
64-Bit Acceleration
Full-Screen Hardware MPEG Video
Broadcast Quality Special Effects
TV on Your PC
3D Graphics
Special 3D Effects
DirectX Support
Fast Memory (VRAM, MDRAM)
PCI-Bus
Plug and Play Installation
Flicker-Free Refresh Rates, at least 75 Hz
Color Depth Switching On-the-fly
Resolution Switching On-the-fly
Custom Monitor Settings
Windows’ 95 Support
Graphical Web Sites
Award-Winning 3D Games
Video On My PC
Some of the hottest computer
systems today arc those
equipped with MPEG play-
back. MPEG technology
compresses and decom-
presses digital video and
audio to deliver full-motion,
full -screen digital video play- M
back with realistic clarity, color
resolution, and sound. Diamond offers a video
playback board, the Stealth64 Video 2001
which enables these types of capabilities.
Video adds a new association
Using video to educate and train via
computer allows people to learn through
actually seeing the lesson, providing detail
and intimacy that text alone cannot provide.
In the realm of entertainment, the Internet
and commercial online services are loaded
with video clips of favorite actors, musicians
and politicians. With MPEG, those video clips
can be viewed at full-screen, full-motion.
There’s MPEG and then there’s MPEG!
One point of distinction within MPEG is
hardware versus software. MPEG software is
the more common. But for higher resolution,
higher quality video applications, with
lip-sync, smooth motion and interactivity,
as well as maximum playback speed
(referred to as “frame rate"), hardware
MPEG is the preferred solution. Because
hardware MPEG ensures a consistent rate
of playback at 30 frames per second while
delivering remarkably clear
playback of video clips,
mov ' es > and: games, it can
offer improved performance
on older slower systems,
and add the ability to listen
to CD-quality MPEG audio.
Diamond’s MPEG Video Player
1 100 Series d aught ercard, at $129,
||l offers the additional performance of
hardware MPEG technology, with the
I Stealth64 Video 2001 Series multimedia
I accelerators. This Stealth product utilizes
| the Scenic/MX2 MPEG decoder from S3, a
1 leading supplier of MPEG solutions.
: I want my PC TV
; New TV tuner technology takes the mar-
1 riage of Video and computers even further.
| This technology allows a broadcast, cable
| TV, or a VCR signal to be displayed on
I your monitor, either in a window or lull-
screen. You can even capture single frame
or video clips with this new capability.
Imagine having part Of your screen dedi-
cated to a stock quote broadcast while
working on a PowerPoint presentation.
Imagine putting that image in your
PowerPoint presentation ! You can get that
capability with Diamond’s DTV 1100 TV
tuner, at $ 1 29. It’s another upgrade option
'or the Stealth64 Video 2001 Series of
multimedia accelerators.
S3 Inc., the leader in multi-
media acceleration for PCs,
has introduced 3D
technology to its
complete line of
award-winning 2D graphics and
video accelerators. Called ViRGE,
this single-chip solution delivers
for the first time, powerful 3D
rendering, fast 2D graphics
acceleration, full-screen digital
video and optional support for
hardware MPEG and TV tuner/vide
Business and Entertainment Graphics Supported by S3’s ViRGE
capture to the mainstream PC market. The
flexibility of its design provides for a
variety of 3D multimedia accelerator
configurations that improve the
performance of multiple operating
systems as well as business,
professional and entertainment
| applications. Shaping the
I future of 3D, the S3 ViRGE can
be found on the Diamond
W Stealth 3D 2000 series. Contact
’ S3 through the Internet at
http://www.s3.com
15 NASCAR Racing is officially lie
1922. 1-800-380-1)030. Sega is a legist
NASCAR*. •Included in specially mark
nark elsewhere used under license. All r
New Dimensions In 3D
3D technology goes one step beyond
standard multimedia accelerators and
brings a completely new experience to
computing. Multimedia presentations
incorporating 3D deliver more impact
than 2D graphics. With 3D accelerators,
graphics arts, action games, and 3D
on the Internet are more realistic.
For gamers, 3D signifies a new level
of immersion and interactivity. The
technology allows for crisper graphics
at resolutions as high as 1024 X 768.
Better 3D accelerators also support
the special effects used in the newest
3D games, including texture mapping
and perspective correction. Many are
designed specifically for Windows 95,
so be sure the one you choose supports
the new Microsoft DirectX APIs that
game developers will be supporting.
Many 3D multimedia accelerators are
multi-function, and have features like
real-time 3D and 2D photo-realistic
graphics, full-screen, full-motion digital
video and hardware.
Diamond offers a family of choices in 3D
Diamond’s EDGE’ 3D multimedia accel-
erators incorporate all of these features
and come with Sega Saturn compatible
control pads*. Starting at $249 for 1MB
of DRAM, it is bundled with the Sega
titles: Virtua Fighter" Remix, Panzer
Dragoon" and NASCAR. Racing from
Papyrus. Diamond’s Stealth 3D multi-
media accelerator (available June ‘96)
delivers high-performance 3D anima-
tion, fast 2D graphics and digital video
playback acceleration, providing
advanced performance for multimedia,
games and business applications.
Starting under $249 for a 2MB EDO
DRAM version, it is bundled with
professional software (Asymetrix’s
3D/FX" and Digital Video Producer”) as
well as cool games (Interplay’s Descent"
II and Sony’s Destruction Derby").
For more information on
visual systems contact Diamond at
http://www.diamondmm.com/visad-cgw
MULTIMEDIA
A passion for performance.
telecommuters and
Integrated Multimedia Communications — Changing The Way We Work
home-based businesses
es
lies in powerful,
integrated multimedia
communications systems."
Rules for the road
Don't access the Internet at less than
28,800 bps unless you're ready for a nap.
The higher your transfer rates, the lower
your access fees and long distance charges.
The better the compression technology,
the faster your transfer rate.
Communications are not what they used
to be. Sophisticated communication tools
were the spoils of big business only. Small
business struggled using multiple phone
lines and a desk cluttered with specialized
devices - out of the office meant out of
touch. Last year, 9.2 million Americans called
themselves telecommuters, and today blank
stares go to those without an e-mail address.
Advanced communication
here.. .as long as you know
how to get connected.
messages are also available. Now anyone
can add a full-spectrum digital switch-
board to their computer. Big business no
longer has the communication advantage!
The development of modems that handle
voicemail and fax means cutting the
costs associated with additional equipment,
services, personnel and phone lines. At
higher speeds, the cost of long distance
- calls, Internet access fees and time
The answer for many
telecommuters and home-
based businesses lies in
a powerful, integrated
communications system.
A comprehensive product
delivers complete Internet access,
file transfer, fax, voice messaging and
e-mail, as well as transfer rates to 28.8 Kbps
and beyond. Such a solution can also dis-
tinguish between incoming fax, data and
voice calls on the same line. Conveniences
important to small business such as: remote
network access, Caller ID, alpha-numeric
LCD display, and pager notification of
fir > s P ent on l* ne drop significantly.
il '£ ■ ■ - Being wired to the broad
base of the World Wide Web
provides extraordinary infor-
mation collection capabilities,
^ as well as exceptional promo-
tional opportunities for small
business. For example, an interactive
magazine combining text, graphics, sound
and video can be produced at a reasonable
price. The Supra Communications Division
of Diamond Multimedia, Inc. offers all
these capabilities in the SupraSonic 288V+,
a fully integrated communications solution
priced as low as $299.
Look for features such as headset support,
Caller ID, and message notification by
pager, fax or phone.
Remote access to fax and voice messages
will help you keep in touch while you're
out of the office.
The details count! A solution which
includes all the cables you need in a single
package saves you time and money.
State-Of-The-Art Integrated Modem
What to do on the Internet
Promote your business
Look for a job
Visit new countries
Play video games
Send mail around the world
Visit the Smithsonian
Chat with friends in Europe
Browse libraries
Listen to new music
Read encyclopedias online
Publish your artwork or writing
Read product reviews
The SupraSonic 288V+
“What does it take to surf the Net, send and receive e-mail,
and download that Web page everyone is talking about?”
Jumping On The Internet — Without Falling
If you're a professional or serious user, you'll
want the performance and messaging
capabilities of the SupraSonic 288V+, a
fax/voice/data modem. Small or home-
based businesses will find extremely useful
features like: a headset, an intuitive LCD
display, Caller ID, fax-on-demand, remote
access to faxes and voicemail, all necessary
cables, and a friendly user-familiar interface.
The Internet is leading' the remote connec-
tivity charge. But with all the buzz about
the Internet, many people are still relatively
confused about what it all means and how
to take advantage of it properly. Although
the Internet is growing rapidly due to
soaring business demand, an estimated 90°/o
of American homes are yet to be connected.
Lively discussions about the hottest Web
designed to work together seamlessly and
are supported by an established leader in
communications. To reduce Internet access
fees and prevent watching your screen
download a single file for 15 minutes,
choose a state-of-the-art, high-
speed, 28.8 Kbps modem. To
take full advantage of the
speed, you’ll also want to
sites, who is the best Internet provider, and
how to get online without: headaches fill
the business press as well as popular news
magazines and even Ladies Home Journal.
What does it take to surf the Net, send and
receive e-mail, and download that Web
page everyone is talking about? One of the
simplest solutions is to get a comprehen-
sive Internet kit that offers everything
needed to get wired quickly and painlessly.
Now you don’t have to be a technician to
enjoy this new realm of communication!
But buyer beware. There are many kits
available that offer partial or non-integrated
solutions. For example, some kits contain
software only. Others provide a lower
speed 14.4 Kbps modem along with off-
the-shelf software (or shareware) and an
Internet book - none of which is specifically
integrated to work together. A complete
solution will have you surfing quickly and
simply because the modem, software,
Internet service provider and manuals are
connect with an Internet
service provider that can be
accessed at 28.8 Kbps (not all
of them can). Your provider should
also have local access numbers in your area
(so you’re not paying a long distance fee
each time you call), and enough ports to
handle a large number of customers (so
you don’t get a busy signal when you want
access). You’ll also want to ensure that your
kit comes with one integrated software
program that encompasses all the primary
services the Internet offers: e-mail, the
World Wide Web, Gopher, USENET and
FTP. Finally, while it will be simple to hop
on the Internet with a good kit, make sure
the included documentation and manuals
specifically address all the items in the kit.
All the features required for easy Internet
access are available in the Supra Simple
Internet 288. This comprehensive solution,
over a $300 value, is priced well under
$200 and includes a CD-ROM tutorial as
well as an Internet Directory.
Supra Simple
Internet 288
Integration. That's the key to
finding the right Internet kit.
Supra Simple Internet makes
getting on the Internet easy
with a 28.8 Kbps modem,
Supra Mosaic software, cus-
tomized manuals, a CD-ROM
tutorial, fax software and all cables.
SupraExpress 288i PnP
This economical solution offers dependable
28.8 Kbps communications and the ease of
plug-and-play installation. Configuration is
automatic whether you're running Windows’
3.1 or Windows 95. Complete Windows
solution for fax, Internet and file transfer.
For more information on
communications contact Supra at
http://www.supra.com/sonic-cgw
Diamond Multimedia Systems, Inc./Supra
288V*. Supra Simple .Internet 1 * mill Supra
trademarks are lira property yf their respet
1: Slonrmill Drive, Suite 150; Vancouver, WA 'Jntilid. |M0) titM- MOO. SupraSonic"
rnd Multihiedla/Supra Communications Division. All other tradennirK and reglstcret
right to change specifications without notice.
SUPRA COMMUNICATIONS DIVISION
Circle Reader Service M9
ACTION
BEHIND THE SCREENS • APOCEE/3D REALMS
Duking It Out
3D Realms Heats Up The Fight For Action Game King
With Duke Nukem 3D And Three Other New Games
by Ken Brown
Warning: This
article contains
mature subject
matter and lan-
guage.
F or 40 years, the Corvette was
the unchallenged king of
American sports cars. ’I here
were the “Coals" and the
I lemis, the Mustang and the
Zs, hut these brutes couldn’t
match the Corvettes combi-
nation of speed, handling and
sinuous good looks. 'Hie
Dodge Viper is the first serious
contender to the Corvette’s throne, crank-
ing up the competition for premier
American power trip into a real two-way
battle.
But what look 40 years in the auto
world only lakes three on the PC. Doom's
reign over 3D-stylc action games has sud-
denly been challenged by a urinal-kicking
badass named Duke Nukem. Duke plays
the star role in 3D Real ms’ new action
game which has created a big stir on the
Internet in shareware version with its rich-
ly detailed environment, challenging
gameplay and controversial content.
So, the battle for the hearts and synaps-
es of action gamers has suddenly turned
into a real heat. And since id Software is
already a household
word for gamers, we
wanted to get a clos-
er look at the
upstarts, who not so
long ago were merely
considered “also-
rans” in 3D gaming,
but who now, among
other tilings, drive
Dodge Vipers.
r STEP ON IT, DUKE Those “alien bastards” don’t look so bad shrunken
down to size. And they make a great noise underfoot: Skrunch!
ID'S IN THERE
If you’ve down-
loaded the shareware
version of
WOLFF.NSTEIN 3D, DOOM or Dl IKE
Nukem 3D, you know about “The
Apogee Model.” The founder of Apogee,
Scott Miller, invented the idea of selling
the later episodes of shareware in 1987,
with a text-based adventure called the
Kingdom OK KROZ (Zork spelled back-
wards). It was a huge success, earning up
to $2000 a week by 1990. At that point
Miller decided to chuck his day job and
become a game tycoon.
In his search for game programmers,
lie discovered a young designer/pro-
grammer named John Romero. Miller
enjoyed Romeros monthly games for
Softclisk magazine, so he sent fan mail
to get the programmer’s attention. The
strategy backfired when Romero, after
tacking up his fan mail, discovered a
common return address. I4e fired off a
healed letter suggesting proctological
uses of the addressees pen.
“So I wrote back,” says Miller, “and
said, “No no no, you’ve got it wrong, I
want to distribute one of your games.
And they were interested, but John
| Romero] wanted some money up
front. So I said, ‘How much?’ and he
thought about it and said, ”1 hrcc thou-
COOL YOUR JETS The freeze ray gun on the space station
(Episode 2) gives you a chance to stop an alien cold, and then
shatter him with a single bullet.
sand dollars.’ So I said, ‘Okay, you got a
deal.’ It was almost all the money I had —
I only had $5,000 in the bank."
It was an exceptional investment.
Romero and some friends wrote
Commander Keen, which began raking
in $1000 a day. Since the programmers’
take was 40 percent, they decided to fonn
a company: id Software.
In May of 1992, after two Commander
Keen games, the young idlings (Romero,
John Carmack, Tom I lall and Adrian
Carmack) delivered WoKKENS'lEiN 3D.
Wolf's bloody, first-person action single-
handedly propelled id and Apogee into
the big leagues. It was, in the words of id’s
“Biz Guy,” Jay Wilbur, “A hit the likes the
shareware world on the PC had never
seen before. Some people think that the
shareware version of Wot ,E 3D was the
most installed piece of softw are in the
world, period, liven bigger than MS-
DOS, because, back then, there were sev-
eral versions of DOS."
Following the success of Wc )m<N-
stein, id went on to develop Doom and
discontinued its partnership with Apogee.
Miller and company suddenly found
themselves without a game, a develop-
comm-RNDO
The Future Arrives This June
AcliVisioN
Available on IUS-D0S 31 iiidowf 85 'E0-1UI. Begin your rampage at HTTP://uiujia.activisiDn.com-
ADELINE Activiscn is a registered trademark. of Activision, Inc, Adeline Software International and Time Commando are trademarks of Adeline Software
International. ° 1996 Adeline Sofroare International. All rights reserved. Published and distributed by Activision, Inc.
Circle Reader Service #38
ACTION
BEHIMD THE SCREEHS • APOCEE/3D REALMS
incnt team or an engine, a predicament
whieli Miller vows will never happen
again. Scrambling, Apogee licensed the
WOLEENSTEIN 3D engine from id and
produced Bi ake Stone, which looked
and played like a hasty WOLE knock-off.
'I lie seeds of Apogee’s “copy cat" reputa-
tion were sprinkled upon BlAKE Stones
grave.
Then came Doom. While id basked in
the glory, Apogee released Risk ok"ii IE
Triad. ROTT, while not quite Doom,
had several aspects which elevated it
above most DoOM-alikcs. It could be
played over network or modem, allowed
flight, enabled destmetion of various
objects, and featured copious amounts of
blood and gore. These and other features
fonned a prelude to
Duke Nukem 3D,
including flying body
parts and large
splotches of bloodied
wall.
After ROTf,
Miller and company
intensified their
efforts in 3D-style
games by creating
their 3D Realms divi-
sion. Their first game
was 1995s Terminal.
VEKOCriY, a graphi-
cally appealing shoot-
ing star which burned
up soon after entering c;
► I'M GONNA PULVERIZE TM This alien boss is about to go
down under a salvo of rocket grenades, courtesy of the
Pulverizer.
M odern day ninjas will be able to kick some tail in Shadow Warrior.
Although this game doesn’t seem as well developed as Blood, 3D
Realms’ George Broussard says that the enemies will have the
smartest Al of any game using the Build Engine (which, so far, isn’t
saying much). The playing mechanics will be slightly different, but you’ll still have
a variety of weapons to chose from. The most interesting are probably the
Chinese throwing stars (shirikens), and a nasty napalm spell made by holding the
severed head of a victim.
Expect the shareware version sometime around August.
Ts atmosphere.
Despite its later release as
Microsoft's FURV3,TVdid
little to dispel the notion
that Apogee’s games still
weren’t “A" caliber.
DUKE KICKS DOWN
THE DOOR
Then, Duke Nukem
came to town. Begun in
late ‘94, Duke uses a pow-
erful game creation tool
called the Build engine
(see Paul Schuytema’s col-
umn on page 103). It also
owes some of its design
and detail to id’s fonner
Torn Hall. In the rich
detail and high level of
3 D Realms upcoming Blood is a kind of Dawn of the Dead in the 18th century. It seems that animal blood
has been contaminated, turning once docile creatures into mutant zombies. Since every creature is deadly,
you’ll be rewarded for killing as many of them as possible. Weapons include sticks of dynamite, pitch forks,
aerosol spray cans, flare guns and, my favorite, the voodoo doll— stick a pin in that puppy, and just watch
the baddies squirm.
Blood will rise sometime later this year
interactivity of DUKE 3D, players not only
run and fly, but swim. Bullets leave pock
marks on walls, blood can be tracked in
footsteps, and large buildings can be
brought crashing to the ground. (This
effect even seemed to take id’s John
Romero by surprise. According to Miller,
when Romero saw it he was stunned, say-
ing only, “Oh shit, that’s cool.”) It’s all a
real treat in 640x480 or 800x600.
In addition, the character of Duke has
a distinctive attitude, thanks to audio clips
triggered throughout the game. Crabbing
a shotgun, Duke says, "Groovy.” Picking
up the rocket launcher, “Who wants
some?” Vaporize three pig-faced LAPD
guards with a well-placed RPC, and
Duke blurts, “Holy shit!”
In addition to an occasional expletive,
Apogee decided to introduce more
mature content into a computer
1 game. So, the nightclub scene in the
! shareware version has dancing strip-
j pers expose their breasts. Though
j Duke’s ability to shoot them sustains
j the game’s atmosphere, it is sure to
I remain controversial,
i There is even i norc sexual coi i-
! tent in Episodes 2 and 3. Women
i have been abducted for use as
j Aliens - style hosts and are found tied
! and dangling in positions suggestive
! of erotic bondage. It’s enough to
i make you wonder who they made
j this game for— adults?
! “We got tired of making games for
! 12-year-olds,” explains Apogee’s pres-
cc
HAY 1996
Remember those G-Force carnival rides that whirled so violently someone’s little
brother inevitably spewed? And that movie where the girl’s head spun totally around?
Kid Stuff. Because in Battle Arena Toshinden, your PC now hurls abuse at you from
all angles, all at once, for as long as you can take it. A 3-D thrashathon reeling off the
coolest graphics, nastiest street-fighting moves and sexiest characters this side of the
4th dimension, Battle Arena Toshinden puts a whole new spin on gaming. And a whole
new warp on your perspective. Because here, the most brutal torture of all isn’t getting
clubbed, slammed or bludgeoned. It’s walking away from the next fight.
PC CD-ROM
■•iim hup
http://www.playmatestoys.com
Illustration: Tsukasa Kotobuki
Battle Arena Toshinden and its characters are trademarks of Takara Co., Ltd.
©Takara Co., Ltd. 1996. All rights reserved
MS-DOS version reprogrammed by Digital Dialect. © 1996 Digital Dialect.
All rights reserved.
Circle Reader Service if 282
\C ell,.
IUOO Trojan Way
La Mirada. CA 906)1
(714) 562-1743
ACTION
BEHIND THE SCREENS • APOCEE/3D REALMS
idcnt Miller. "When 1 go see ;i movie,
most of the movies I’m interested in are R
rated. 1 don’t want to see a PG-ratcd
movie, so why should we make PC-rated
games?”
Whats interesting is that sexual
imager)’ is a recent
addition in Duke’s
development.'! he
T his is the game that 3D Realms claims will "do to Quake what Duke
Nukem 3D did to Doom.” Strong stuff, but at this point it’s difficult to
tell if Prey is up to the challenge. The game’s engine allows for a true
3D environment and texture-mapped polygonal characters (sound
familiar?). Special lighting effects allow soft edges and additive illumination, but
much of the art and gameplay mechanics have yet to be implemented.
Prey will offer an innovative multi-player option. In addition to modem and
network play, 3D Realms says you’ll be able to play it on the Internet. Upon exit-
ing a level in multi-player, you can advance to a virtual environment located on a
Web server, where your character can hang out with other players, stock up on
health or weapons, even discuss strategies. When you're through, pick the portal
you'd like to go to next. Designer Tom Hall believes that Prey “will do what the
other services have really failed to do— provide a real online virtual community.”
game was in devel-
opment over a year
before the compa-
ny got the idea.
Level designer
Wchard Gray pro-
posed adding a top-
less woman some-
where in the game.
The team liked the
concept enough to
“flesh it out." “We
asked ourselves:
‘How can we get
sexual content into
this game?’” says
3D Realms presi-
dent George
Broussard. Broussard and Miller say the
response to Duke’s sexual content has
been so overwhelming, they’re even con-
sidering an X-rated commercial version.
Miller quickly adds, “We don’t care if
Walmart bans it. Other places will carry it,
and well say ‘Banned In Walmart’ right
on the ads.”
GONNA RIP 'EM A NEW ONE
Of course, the real chann in any net-
workable action game is a healthy arsenal
with which to dismember friends. In addi-
tion to the 9mm semi-automatic, double-
barreled shotgun, chaingun cannon, and
rocket-propelled grenade launcher, there
are pipe bombs which can be thrown and
detonated by remote control. Shareware
players already know' how fun it is to drop
a pipe bomb near a “Holodukc" decoy
and set the thing off w'hen an opponent
draws near.
four new weapons appear in the regis-
tered version. After blasting off in the last
BEHIND THE SCREENS • APOCEE/3D REALMS
level of llic shareware version, Duke finds
himself on a spaceship orbiting Earth,
llic aliens on the ship are packing chain-
gun cannons, so it will lake some new
goodies to waste ‘cm. 'llic shrink ray
weapon casts a potent orb that reduces
enemies to an ideal size for crushing
underfoot. The
freeze ray immobi-
lizes enemies long
enough to squeeze
off a bullet or kick
them, shattering the
aliens in a glittering
17-style display. For
more traditional fare,
the Pulverizer fires
exploding rockets,
and trip mines can
be stuck on walls to
detonate whenever
their beams are bro-
ken.
IS TEXAS BIG ENOUGH
FOR BOTH OF THEM?
Duke’s rise to glory has led a lot of peo-
ple to speculate about a rivalry between
Apogee/3D Realms and id. Some cite the
Doom marine’s severed torso in Duke
NUKEM as evidence that 3D Realms is out
for blood, lliere arc even heated mes-
sages on the Internet with headers like “id
Is In Fear Of DUKE NUKEM.”
Sources at both companies insist there
is no enmity. Then they’ll proceed to tell
you how much belter they are than the
other. Says 3D Realms president George
Broussard, "llicres no rivalry between us.
We think id’s great, as long as they under-
stand their place.”
Id doesn’t seem too concerned. Biz
guy Wilbur comments, “Imitation is a
serious form of flattery. We’ve flattered
each other often through the years. Duke
seems pretty cool, but we tend to set ll ic
mark not just for Apogee, but for the
industry. We’re generally a couple of years
out in front of everyone.”
Will the Corvette fall to the the Viper
challenge? We’ll have to see. In the mean-
time, the guys at id don’t seem to be con-
cerned. They’re driving Ferraris.%
SID MEIER'S
OVIIJZfflONLL
THE ULTIMATE VERSION OF
THE BEST-SELLING STRATEGY GAME.
Great; minds everywhere agree. Civilization has undergone
a dramatic transformation. Introducing Sid Meier’s
Civilization "' I I. Build an empire to span
history. But this time, have even more
fun doing it ! Create new Wonders of
(lie World like Leonardo da Vine
Workshop and Sun Tzu’s War
Academy. Encounter new tribes like
the Celts, Japanese, Vikings and
Sioux. It's new technology. New city
improvements. And new SVGA
So, if you were challcn<
Sid Meier’s Civilization f you be
carefully. Because in this game, it’s survival of the fittest.
; original
vour even - move
For 1BM*-PC & Compatibles on CD-ROM.
1-80G-879-PLAY. http://wwv.inicroprose.com
<01996 Miernl’rnse Software, Inc. All rights reserved.
Circle Reader Service #123
ACTION
ACTION
REVIEW • ROAD WARRIOR
| Mwaii:
I
Road Kill
Duel To The Death In A Crazed Cabbie’s Dream Come True
Price: $39.95
System Requirements:
IBM compatible 486-33
or better, 8 MB RAM,
SVGA graphics, 2x CD-
ROM drive, mouse;
supports Sound Blaster
compatible sound cards
ft of players: 1
Protection: None (CD
must be in drive)
Designer: Rod Humbel
Publisher: Gametek
Aventura, FL
(800) GAMETEK
Reader Service It: 325
by Mark Clarkson
or years, your only dream was
to get the hell out of Kemo
City, the giant, brutal metrop-
olis-tumed-prison maintained
by the faceless Omnicorp.
You were a cabbie, driving a
hovercab, and in between
your job and sleepless nights
in the backseat, you’d man-
aged to run down more than
your fair share of crazed psychos, gun-tot-
ting lunatics, and “innocent” pedestrians.
It made you a perfect recniit when a
member of the guerilla underground
came looking for a hitman to take down
the Omnicorp. It w ; as a crazy idea, but,
hey, the Omnicorp started the craziness
when they began pumping the city’s water
supply full of psychosis-inducing hydro-
gene, right?
In no time at all, you’d smashed the
administration center, killed all the scien-
tists, blow'll up the hydrogene factory and
the TV station, and with the right combi-
nation of guts, guns and secret passwords,
finally escaped from Kemo City...only to
find nothing beyond the city walls but
sand, sand, and more sand. Blinded and
parched, you crash
your hovercab into a
boulder and are soon
found by a band of
bandy-toothed
mutant thugs who
want you to partici-
pate in something
violently dubbed the
Killduel. Seems
you’ve only escaped
from the hying pan
into the fire.
WELCOME BACK
Road Warrior is a new first-person
shooter from Gametek, the sequel to last
year’s violently daffy QUARAN’IINIC. Think
of it as Doom from a car. Once again,
you are Drake Edgewatcr, mercenary
cabbie, and you sec the w'orld from
behind the wheel of your Checker hover-
cab. If QUARANTINE was trying to evoke
the look and feel of Escape from New
York, then Road Warrior is trying to
evoke the look and feel oLwell, The Road
Warrior. You’re a lone, macho dude, cmis-
ing through a post-apocalyptic desert in a
hot car.
Although your ride is a taxi, it’s anned
to the teeth. When the bad guys get in
your way, you can hose them down with
hot lead from your roof-mounted chain
gun, or chuck exploding “Blackjack”
mines at them out the back end. It some-
times helps to crash into your victims
once or twice to disorient them. That way
they’ll hold still longer, giving you time to
aim and let loose a few missiles, or a few
hundred rounds of amior-piercing ammo.
Road Warrior’s plot is advanced with
a nicely done comic book which rolls
between levels. After you finish off one
level, you charge across the desert, dodg-
ing tanks, missile-spewing dune buggies,
falling rocks and tumbleweeds on your
way to the next city, town, aiqiort or rebel
base.
Tilings are bad all over and it won’t sur-
prise you one bit to find that Omnicorp is
behind most of it. Even in the verdant
Mutton Valley, tilings are amiss. Here, the
roads are clogged with giant squash,
mutant crack-smoking pigs run amuck in
the fields, and babies are being bom with
two row's of teeth and amis growing right
out of their backs.
YOUR MISSION, SHOULD YOU
CHOOSE TO ACCEPT IT
Road Warrior is much more mission-
oriented than its predecessor. In
cc
HAY 1996
m
mmm
19961
H|M5,Ml)NTHLV
Mfiffi :199b
»c. All rights
ACTION
REVIEW • ROAD WARRIOR
Qi jarantine, you spent the majority of
your time and energy taxiing passengers
from location to location, collecting fares
so you could pay for repairs, weapons and
ammo.
In ROAD Warrior, performing mis-
sions for the underground is pretty much
all you do. You’ll track down and kill
lawyers, blow' up trains, run over joggers,
shoot down crop (lusters, put out fires
with water balloons, and herd mutant pigs
back into their pens.
Your missions usually operate under a
time constraint. If you take too long to
complete the objective, you fail and arc
doomed to repeat that mission again and
again until you finally gel it right. As you
tick off missions, you’ll progress through
Omnicorp-eontrollcd cities, rebel bases, a
twisted Disneyland knock-off (home of
Stickey Mouse) and, eventually, back to
Kemo City.
WHAT'S NEW, MUTANT CAT
In Quarantine, you chose and pur-
chased your own weaponry out of your
hard-earned fare money, and it was your
responsibility to keep it full of ammo. By
contrast, you begin each mission in Road
Warrior Hilly repaired and automatically
equipped with whatever weaponry is
deemed necessary to complete the objec-
tive. One mission you’ve got missiles and
k
Y
PP
T he secret to getting about quickly in Road
Warrior is to regard roads as “suggestions"
rather than imperatives. Roaring through the
undergrowth doesn’t slow you down anywhere
near as badly as it did in Quarantine. If you don’t run into a
wall or fence or building, you can rock along off-road about
as quickly as you can on the road. ..and there’s a lot less
traffic. With the power grid eliminated, you no longer have
to worry about running your batteries down every time you
take to the fields.
This strategy isn’t perfect; if you get too far off the beat-
en path, you can find yourself trapped in a box canyon, or
between solid rows of buildings. Still, in general, you’ll make
better time and can complete the between-level runs
through the desert with virtually no combat or damage. To
prevent getting lost, try driving directly adjacent to the road:
on the sidewalk, shoulder, or what have you. When you are
driving on the road, resist the temptation to go too quickly.
Otherwise, you’ll waste a lot of time by missing turns and
slamming into buildings.
■►THIS RULES "Hey Beavis, watch me blow the doors of that big stupid truck.” “Yeah
I yeah, that driver’s a wuss! I bet he doesn’t, like, have a penis. Huh huh.”
toqacdocs, and the next you've got noth-
ing but retractable spikes on the front
bumper or a gun that shoots water-filled
condoms.
In Quarantine, there was a grid of
power broadcast posts and if you left the
grid, your batteries began to run down. In
Road WARRIOR, energy is not a consider-
ation. You start every mission with your
battery fully charged, and it never drains,
no matter where you drive.
In addition to the view through your
four windows, Road WARRIOR allows you
to see things from your enemy’s point of
view, as well as from above and behind
your cab. The latter comes in especially
handy when your view’ is blocked by the
giant mutant pig impaled on your bumper
spikes (don’t ask.)
The graphics arc improved from
Quarantine, offering a wade-aspect ratio
SVGA mode, and the music is still a cut
above average, featuring an eclectic mix
of punk rock and hillbilly swing. But,
despite being quite explicit in some w’ays,
ROAD Warrior isn’t big on realism, it
doesn’t feel very much like you’re driving
a vehicle (although, I can’t say I know’
what driving a hovercab feels like).
The levels feel really big, but the envi-
ronment isn’t very interactive: glass does-
n’t shatter, exploding vehicles leave no
debris, and so forth. You can blow through
trees like so many puffs ol smoke, but
bounce off of a tent. Most fences will stop
you as dead as a concrete wall, while you
can nm through others with nary a bump
or scratch. For some unexplained reason,
every pedestrian on the receiving end of
your punishment looks like they’re wear-
ing a softball uniform, whether you’re run-
ning them over in the alley ways of Flagg
City or impaling them on your bumper
spikes in the cornfields of Mutton
County.
GameTek took many of my favorite
elements— looking for fares, managing
money, deciding what weapons load to
take— out of the game. Also, you can no
longer change tracks on the CD, or plug
in your own music CD and jam to Nine
Inch Nails while running down giant
mutant pigs. Still, if you liked
Quarantine, you’ll probably get a kick
out of Road Warrior. Like its predeces-
sor, Road Warrior is juvenile, low-brow-
and wacky, chock full of blood, severed
limbs and toilet humor. But how can you
not like a game that includes cow tipping?%
►APPEAL: Anyone who likes
Quarantine and Beavis & Butthead.
►PROS: This game will make you
laugh with its juvenile humor, and it
boasts really big, detailed levels.
►CONS: The humor is profane, and
many of
Quarantine’s finer
elements— those
that made you
think about
weapons and
money manage-
ment— are gone.
cc
MAY 1996
mmimh fam
IjS/iiilil'iJjivfyra
piiy/JsISi/M
TSK£TO£CHSII£J««
:ii'jv/yyyr:iilbjjluy|fl
pluya/3 by j|yiv/or!<.
slate-of-lhe-art 3D eri
. and fight for your life as you
igzolayers via modem or up to 8
\lso, start your own ninja clan and
Supports
Coming Soon
For more details, ask your local software retailer.
Developed by 3D Realms Entertainment. All rights reserved. Distributed by FormGen. All other trademarks are the property of their respective owners.
WWW Site (http://www.3drealms.com) CIS (Keyword REALMS) AOL (Go 3D REALMS)
Software Creations Web BBS (http://www.swcbbs.com)
Circle Reader Service #43
INCORPORATED
REALITY
ACTION
REVIEW • PINBALL WORLD • HYPER 3-D PINBALL
ij>
9
Price: $49.95
System Requirements:
PC 386-33, 40 MHz,
DOS 5.0 or higher, 55K
free conventional mem-
ory, 4 MB EMS, CD-
ROM drive, 51 2K VGA
card; supports most
major sound cards.
ft of Players: 1
Protection: (CD must
be in drive)
Designer: SpiderSoft
Publisher: 21 Century
Entertainment, Inc.
Webster, NY 14580
(716) 872-1200
Reader Service it: 326
Paddle To
Paddle
Hyper 3-D Pinball Racks Up A High Score, While Pinball World Goes
Down The Chute
by Arinn Dembo
Y ou may have noticed a
flood of new pinball com-
puter games. Digital pin-
ball is becoming more
interesting and more
refined, developing into a
peculiar little sub-genre of
its own. Buy ail)- recent
title and you can try new
innovations such as cam-
paign games, strategy elements, event ani-
mations, warping from table to table, and
all sorts of other stuff, most of whicl i isn’t
possible on real pinball machines.
The primary audience for digital pin-
ball are people who love the machines of
old. These fans have certain standards
which arc rarely met by computerized
simulations. Even in the best pinball
games, there’s usually something that
keeps the experience from being less than
perfect: you can't jolt or “grunch" the
table, or control the launch of the
ball, and the control keys are
often awkward. Suffice it to say
that the search for the perfect
pinball game continues.
Two new contenders, each try-
ing to pull the proverbial sword
from the stone, arc: HYI’LR 3D
Pinball, by Virgin Interactive,
and Pinball World, by
Spidcrsoft and released by 21st
Century Entertainment. Other
than the word “pinball” in the
title, these two games have noth-
ing in common, yet both have
something to offer digital wizards.
l ON TOUR Players advance through Pinball
eling through places like the UK, Germany
Pi n ba l l Wo r l d:
VOLUME, VOLUME,
VOLUME
First, lets talk quantity. PlNBALL
WORLD is a “low-rent” pinball that touts
its w orld travel motif.
'Hie player warps
through tables with
themes like United
Kingdom, Gennany,
I lollywood, etc. It has
lots of gameplay, with
nine main tables, anoth-
er 10-plus bonus tables,
and five or six sub-games
connecting the tables.
For example, the
Hollywood table has a
Las Vegas bonus table
attached, and there’s a
World by trav- “Baja roadrace” sub-
and Hollywood, game that gets you from
the Hollywood table to
JUNGLE FEVER Pinball World breaks the rules of
pinball design, but the environment isn’t very rich
in targets or excitement.
the South America table below it.
Is there a problem here? Well, yes and
no; it really depends on what you want.
The tables in PlNBALL WORLD, although
plentiful, are not satisfying to an experi-
enced pinball player. The arrangement of
paddles and drains is unconventional,
which could be a plus, except the environ-
ment isn’t very rich in targets or excite-
ment. There's not much need for
advanced pinball skills like catches, pass-
ing or aimed shots, and saving the ball is
simple, while losing it is dcprcssingly anti-
climactic. A lost ball goes into a “ball trap”
that automatically kicks the ball back into
play. The ball traps have a limited number
of saves, so you don’t actually "lose” a ball
until the trap is down to zero.
Tire features a true afficianado wants to
cc
NAY 1996
mmSm
wr
ZAK’S BACK AND HE’S OUT FOR
BLOOD! Get released from cryonic
hibernation by rebel forces and put
your super-human abilities to the
ultimate test. Uncover a world of
mystery, intrigue and danger! With
high performance graphics and
game play, a ripping sound track and
two CD’s loaded with the hottest
action on the shelf, Cyberia 2 sets a
j new standard for all-out action!
Surf Cyberia 2 @
http://www.xatrix.com
l ;< M
£ NEW WORLDS TO CONQUER J
2038 Armacost Avenue, Los Angeles, CA
Cyberia 2 '" Resunectlon is a trademark of Xatrix Entertainment, Inc.
©1996 Xatrix Entertainment, Inc. All rights reserved.
Circle Reader Service # 299
REVIEW • PINBALL WORLD • HYPER 3-D PINBALL
Price: S39.99
System Requirements:
486DX-33, 8 MB RAM, 3
MB hard disk space,
SVGA video card with
1 MB RAM, DOS 5.0 or
higher, 2x CD-ROM drive,
MSCDEX 2.2 or higher,
sound card with FM and
PCM sound, launchable
from Win 95.
ff of Players: 1 to 4
Protection: (CD must be
in drive)
Designer: NMS Software,
LTD.
Publisher: Virgin
Interactive Entertainment
18061 Fitch Avenue
Irvine, CA 92714-9841
(800) 874-4607, (714)
833-8710
Reader Service ft: 327
►APPEAL: Casual action gamers who
don’t care about traditional pinball
design.
►PROS: Lots of tables and gameplay
►CONS: Primitive
graphics, cranky
program, low
excitement level.
People who love
the real thing prob-
ably won’t enjoy
this game.
sec in a pinball simulation— full-table
view; jolting the table in two or three
directions; controlling the ball launch; a
good mix of targets; and multiball play-
are not here. Forget about controlled
launch; in PlNBALL, WORLD you don’t gel
to launch the ball. It just appears in the
middle of the tabic and starts falling. I lie
screen scrolls around the tables, each of
which has a maximum of 10 or II shots to
make, not counting combinations. There's
no multiball play, and you get only one
key with which to jolt, then, ridiculously,
the computer decides how to jolt the
tabic.
Instead of the standard pleasures of real
pinball, what you get arc odd little bonus
games, where you use an awkward inter-
face to direct cars, boats, submarines or
wagons through a maze in order to warp
to another table. It’s OK, but hardly com-
pensates for what’s missing.
I had some technical problems with
Pinball World. 'Ilic game was too
cranky to run with the older of my two
SVCA cards. And despite the implemen-
tation of the enclosed patch,
the bottom half of the screen
still flickered on my 486x66
machine with an older video
card. Ilic graphics arc fairly
primitive, but still serviceable.
r | he sound and music arc
acceptable. 'Ilic modeling of
the ball isn’t terrible, but I’ve
seen better.
Although Pinball World
gives you 20 tables, while more
extravagant pinball games usu-
ally offer only four or
five, in overall
appearance this ’
game just can’t
compete with the
more sophisticated
titles. So, unless
you’ve exhausted
the other options,
you might want to
pass on it.
Hyp er 3D Pi n ba l l:
THE CREAM OF THE
CROP
Did I say that the search for
the perfect pinball simulator
was still going? I lied. It’s loaded
onto my hard drive now, where
it will probably remain. Of
course, it’s too early to say that
no one could do belter, but to
this point, HYPER 3-D PtNBAL.1 , :
is the best pinball simulator I’ve ;
seen.
I’d like to
W hat? You say you’re playing pinball
with two shift keys and the space-
bar to control the action? Say no
more! ThrustMaster has developed
a controller that simulates the position of the pad-
dle buttons, and allows you to slap, shake and
otherwise molest the table to your advantage.
The ThrustMaster Wizzard controller has two
pear-shaped widgets, that are fitted on either side
of your keyboard. The narrow end of the widget
is the paddle control button; the larger end is a
motion sensor that
III detects forward-and-
back and side-to-side
motion, allowing the
player to shake and
tilt the virtual table.
The controller
attaches to the
15-pin game port
of any computer.
However, I had some
trouble with the calibration program. The
paddle buttons worked fine, and three of the four
directional sensors were responsive, but the side-
to-side motion on the right paddle was consis-
tantly unresponsive. Thrustmaster would have
been wise to give players the option of setting the
paddles to control only the flippers or the tilt
mechanism, and save only the axis of motion it
could consistantly detect.
I was unable to use the controller with its
included game, although I greatly admired the
table. It is a perfect simulation of the old Gottlieb
& Co. Royal Flush machine, a beautiful table that
must be well over 20 years old. However, I had
no trouble using the controller with Hyper 3-D
Pinball game which has its own calibration pro-
gram. The flippers and tilt mechanism worked like
a charm, and I even lost the ball a couple of
times. ThrustMaster Wizzard Pinball Controller,
$39.95; (503) 639-3200
find fault
with this
game, but I can’t.
Hyper 3-D Pinball has
six beautiful tables,
totaling 50 percent
more gameplay than
most other pinball sim-
ulators. 'Hie tables arc
not only beautiful, they
arc target-rich, with an
excellent selection of
over targets. And the table themes arc
very cool: Frankenstein’s Monster,
Roadking USA, Gangster, and exception-
al sci-fi, sword n’ sorcery and circus
themes. You gel multiball and 3-D event
animations when locking the ball and
making various shots. All very cool stuff
that also is nicely unobtrusive, since the
game is smart enough not to run them
every time you make a shot— after the
^ YOU'VE GOT THE LOOK Hyper 3-D Pinball is as realistic as challenges, skill shots,
I virtual gets, and the table themes are tres cool. '°°P S anc * mm P s > ( ' I() P
■ holes, bumpers and roll-
first time, play goes on uninterrupted.
Ilic greatest thing about this game, is
its versatility and freedom. You can control
cc
HAY 1996
ACTION
REVIEW • PINBALL WORLD • HYPER 3-D PINBALL
the game with the keyboard or use the
newThrustMaster Wizzard Controllers
for paddles (the game has its own calibra-
tion sub-routine for the paddles, making
installation simple). You get three keys
with which to jolt, you control the launch
of the ball, and you have certain available
skill shots on all six tables. I personally dis-
like scrolling screens in pinball simulators,
but some players may prefer it; and just in
case they do, Hypf.R 3-D PtNBAl .1 . offers
three views of the table. I here’s a 3-D
scrolling playfield, a 2-D planvicw, or my
favorite, the 3-D full-screen view, which
displays the whole table while still provid-
ing some 3-D effects on the ramps. You
can easily adjust sound, music, and the
contrast of the graphics. And you can play
with 1-4 players. Who could ask for more?
Well, if you’re a really ungrateful sod,
you could also ask for a complete and
informative manual for the game— and
you’d get one. Complete with a step-by-
step discussion of the targets and chal-
lenges on each table, the manual also
provides some tips for improving your
game. If you know your pinball tables and
you’re looking for a simulator that isn’t a
disappointment, HYPER 3-D PlNBAl.t.isa
good bet.
There is one possible down-side.
Hyper 3-D PlNBAU.does not really tran-
scend the capabilities of a genuine pinball
machine, nor does it incorporate ele-
ments of strategy or table-warping, both
of which are nice features that I’ve
enjoyed in other games. The otherwise
cool animations, are really just window
dressing for standard shot-making and
challenges. It’s very well done, but it’s still
pinball, with no other goal than racking
up the highest possible score before you
lose your last ball. If you need more than
that, then even the cream of the crop
probably won’t do. %
►APPEAL: Real pinball players,
arcade game fans and anybody who
appreciates a highly polished action
game on the PC.
►PROS: Everything is done right; this
is the best pinball simulator on the
market.
►CONS: No table-
warping, sub-
games or strategy
elements. This is
for the pinball
purist.
Originally developed for
military air combat simulators,
the ThunderSeat uses the
sound output from your
favorite sound card to
generate realistic, vibratory
sensations. You’ll not only see
and hear but FE ELyour
simulations literally reach out
and touch you- though
“shake, rattle and roll’’ more
accurately describes what
you’ll feel in a ThunderSeat!
Prices starting at $159.99
17835 Sky Park Circle • Suite C
Irvine, CA 92714-6106
714 •851-1230 FAX: 714*851-1185
Circle Reader Service #121
m I ’ i ' , :
-
For the first time,
the spectacular DOOM™
engine fused with an
all-consuming interactive
multi-player adventure that
will be the most dangerous
role you’ll ever play.
Trust no one
Check it out at http://wvm.velocitygaraes.com or call 1-800-VLOCITY.
©1996 Velocity.™ All Rights Reserved. Velocity and Strife are trademarks of Velocity, inc. boONT is a trademark of Id Software, Inc.
Circle Render Service H80 i ■
SANCTUARY
WOODS
A GRAPHIC ADVENTURE
A SAUCV, SUPER-SIZED MEAL COMBO WITH ALL THE FIXIN'S
Available for PC and Macintosh.
Call 800/943-3664 for more
information, or visit us online at http://www.sanctuary.com to order up an out-of-this-world demo CD.
TERRY COLEHAN • CLASSICS fa PUZZLES
Maurice Ashley Opens Up The Game Of Kings,
While Virtual Chess Slams The Door Shut
C
liess is an
odd game.
It has no
luck, other
than per-
haps your
opponent
missing an
obvious
isn’t really a sport, but Bobby Fischer used
to train for big matches at Crossingcr’s,
the same gym Ali used to prepare for
heavyweight bouts. Chess has been called
the ultimate tactical game, yet it has
strategies so subtle that a human can still
beat a computer calculating billions of
potential moves ahead. Chess is some-
what of an art form, a symphony, even a
religion. What it has rarely been is enter-
taining. With the exception of the Fischer-
Spassky and Kasparov-Karpov matches,
most people couldn’t name two wodd-
class chess masters if they ran into them
on the street.
CHESS MADE EASY
'filings might be changing, however.
'I lie best teaching tool for chess has
always been the CHESSMASTER series
from Mindscape, with its powerful stable
of opponents and chess problems. BOBBY
Fischer 'Peaches Chess gets brownie
points for bringing a sense of bin to the
part}' but its chess engine is really pretty
weak. Neither of these programs, good as
they are, can really prepare you for
Maurice Ashley Teaches Chess.
Maurice Ashley is not only the first
African-American International chess
master, he is also a fabulous coach, whose
two teams win top honors constantly in
the National Junior High Team Chess
Championship. Having lost in the state
team finals twice, trust me: it’s a tremen-
dous achievement to get there, much less
win the nationals year after year.
Ashley inspires his charges to treat
chess like any other sports competition,
complete with slam dunks. The CD treats
you to the master’s style of coaching with
video, audio and chess diagrams inter-
spersed with animated illustrations of
technique. These aren’t just the typical
“Rook to G-7’ moves, either. Pawns
become Ninja Assassins, while Rooks on
open files are depicted as charging rhinos.
To promote a Pawn to a Queen, you are
instructed to move supporting pieces to
cover the 8th rank, like a lineman in foot-
►According to Mindscape,
Chessmaster 5000 will be able to
import and analyze data from
Bookup (see above), making it a
much more attractive product for
serious chess-meisters.
►Chess Mentor from Aficianado,
Inc. has a lot of chess talent
behind it, including four
International Masters and the
designer of Kasparov’s Gambit,
Ralph Nagel. It tries to be so
non-threatening, however, that it
misses the point: any chess
teaching program, no matter how
good, can only benefit by letting
you use what you’ve learned
against the computer. Having a
chess teaching program without
an Al is like teaching moves in
the low post without ever playing
a basketball game. Chess may
aspire to be art, but it’s still
about competition.
v- 3pm
ball blocking for a running back— it’s the
first time I’ve ever heard “touchdown”
w'hen playing chess.
From the basics of how to move pieces
to the subtleties of weak squares and the
sliaqj tactics of sacrificing pieces for
checkmate, Maurice Ashley Teaches
C l-IESS has all the answers. The quick drill
format even works as a refresher course
for intennediate players, and the w'hole
process is invariably enjoyable as well as
informative. Aid while the chess engine
will never challenge CHESSMASTER, the
top level of Ashley is more than competi-
tive enough for the average chess player.
If you want to turn a friend on to chess, or
start learning how to do more than just
push pieces yourself, this is the best pro-
gram you can buy. MAURICE ASHLEY
Teaches Chess, Da\idson/Simon c?
Schuster, 800-457-8357.
ft fk The top
level of Ashley
is more than
competitive
enough for
the average
chess
player. IJ J
CHESS MADE
UNNECESSARILY DIFFICULT
When Virtual Cl iess scored the best
of any program at a recent event against
human Crandmasters, 1 figured it wrould
jump like a Knight to the top of the heap.
Problem is, we don’t have a new chess
engine here— we got VirtuaChIsSS Plus
instead. I’m no Grandmaster, but I still gel
more of a challenge out of CnESSMASl'ER
4000 than VIRTUAL CHESS, especially on
Circle Reader Service #21 1
TERRY COLEMAN
medium levels. When you toss in the great variety of sim-
ulated opponents, Cl U'lSSMASTER is a far more robust
chess program.
What’s worse, the tutorials of VIRTUAL Cl-IESS arc bor-
ing in the extreme. KASPAROV’S Gambit, released three
years ago, did a better job with multimedia, not to men-
tion rating your overall play. Let’s be honest here: almost
any top chess program can beat 90 percent of the chess
players in the U.S. 90 percent of the time when set to the
highest A1 levels. When you put programs like VlRIUAL
Cl IKSS on a mainframe, they can even be competitive
with Masters. That doesn’t make them the best program
for the average chess player. IfTitus and l-Molion want to
pul some effort into making the program more accessible,
from the tutorials to the types of simulated opponents and
even the graphics and interface, then they might have a
winner. In the meantime, buy MAURICKASHIIY TKACHES
Cl IKSS and wait for CHKSSM.ASTKR 5000 to finally release.
Virtual Ci mss , 1-Motion , 800-4-13-3386.
WHAT THE PROS
PLAY
Is the Sicilian
Defense too tame for
your chess repertoire?
Do you lie awake nights
in fear of new develop-
ments in the Crob open-
ing? If so, Bookup is
your Holy Crail. ’Ibis
small company out of
Columbus Ohio has the
most coi nprcl tensive,
up-to-date software for
the serious chess play-
er-entire chess boohs by
prominent International
Masters and writers arc
available on disk. Unlike
other game databases
such as ChessBase,
Bookup stores chess
positions in an “analysis tree” containing anything relevant
to the position you arc studying, whether il’s from a grand-
masler tournament, or your weekly game at the local
Chess club. In addition, you can load these positions into
several chess programs, such as Z\RKOV, and the program
will analyze the position beyond the moves you’ve input.
'Ibis is a product for serious chess players, but it is easy
to use, and the analysis sheets can be printed in a fonnat
similar to that of the Encyclopedia of Chess Openings.
Available on Mac, IBM, and Windows, Bookup is still the
cream of the chess crop, with prices ranging from $99 to
$179; books on disk arc $29 each. Bookup, 800-949-5445 .%
cc
MAY 1996
Lose yourself in mind-twisting
gaming situations that challenge
your logic and capture your
imagination.
THE ULTIMATE
CHALLENGE FOR
THE CURIOUS MIND.
It's the most recent gaming adventure
for the curious mind. The challenge-
solve the puzzles that hold the key
to seemingly random events and
re-establish the connections that
hold the web of time together.
CAN YOU MAKE THE CONNECTION?
W IN|
■H
Millions of fans know James Burke and "Connections"— the
acclaimed and award-winning series on The Learning Channel.
Now you can win a tour of Burke's favorite spots in London!
Tour the British Museum and the Tower of London! Enjoy high
tea at the Ritz! Dine at the famous Berkeley Hotel! Hang out
at Burke's favorite pub!
To enter, grab an entry form from your favorite software retailer and answer the
following question: What object, pictured on the Connections box, through
its use of electron beams, inspired the technology that created television?
Play Connections. It's a mind game.
No purchase is necessary to win. To enter sweepstakes, complete an official entry lorm or a T x 5' card with your name, address, city, stale, tip code, day and evening phone number end mail to
■JAMES BURKETOUR OF LONDOIf P.O.Box 8931 Calabasas, CA 9 1 372. Sweepstakes begins March 15th. 1996 and ends June 30, 1996 Drawing will lake place on or about July 11. 1996. Oiler
void where prohibited by law. Grand Prite: |l) Grand prise trip lor two to London. England. Trip consists of: round-trip coach airfare to London Irom the nearest major airport to winners residence.
6 nights first class hotel accommodations, specialty sightseeing tours in London, six day London ^transportation pass, transportajion between to import and to hotel. all tael related sales tax and ser-
Discouery
i CHANNEL
MULTIMEDIA
Connect with us: http://www.discovery.com
Circle Reader Service HI 70
GOLF REAL!
“Of the dozens of computer golf games we’ve played, the 'Greg Norman
Ultimate Challenge’ Golf CD is by far the most realistic.”
-COIF MAGAZINE, March 96
iP^
fl“
fati
pc
GREG NORMAN
Ultimate Challenge Got}
“Golf Real” by selecting
your own playing strengths
at the start of the game, or...
...use the Swing Meter for
traditional “arcade” style
of play.
Coming in May, 1996
G reg Norman Ultimate Challenge 8 Golf uses your own
swing profiles and course management strategies to create
the most realistic golf game ever. Improved graphics, sounds, and
animation now make Greg Norman Ultimate Challenge Golf even
better. There is even a new BONUS Fantasy Course with 18
additional holes of the most challenging golf imaginable. To Golf
Real, See your local retailer or call 1-800-336-3686
&
GROLIER INTERACTIVE
http://www.grolier.com
GEORGE JONES • SPORTS
constantly
bums me
out about
computer
sports
games:
their lack
of depth. I
know that
sounds a little weird-how much deeper
can you get (or do you want to get) in a
game that features a full season replay
with player personnel decisions, et cetera?
My problem is that very few sports titles
have taken the genre much farther, 'flic
Front Pace Sports titles and Tony La
RUSSA 3 are the only games 1 can think of
where the challenge has greater scope
than merely trying to win the season title.
Maybe designers are afraid that if they
inject a game with too much replay value,
Imagine
an NCAA
basketball
game where
you have to
recruit play-
ers, deal
with their
off-court
problems,
and even
sales will go the way of Major League
Baseball Attendance. Or maybe it's just
too much effort. But imagine an NCAA
college basketball game where you have
to recruit players, deal with their myriad
off-the-court problems, and possibly, even
face an NCAA investigation. What would
happen to your computerized |>ro basket-
ball team if, in addition to calculating sta-
tistics and ratings, you had to deal with
intangibles such as how salary negotia-
tions or suspensions over failing to stand
for the national anthem could affect a
given players performance. It could be
fascinating!
SPEAKING OF FRONT PAGE SPORTS
Here’s one great wish that FRONT Pace
Sports Baseball 96, when (and if) it
ships in July, delivers on its exceptional
potential. One things for sure: the time it
takes to play games within the season
w'here human players aren’t involved had
better take a lot less time than they did in
FPSB 94, or even in FRONT PACE SPORTS
Football 96 for that matter.
WHERE THE ACTION IS
I hope Joi in Madden Football ’96
from Electronic Arts will also find a new
level in sports play. I haven’t seen a quality
action-oriented football title yet on the
PC, but Madden could fill the bill. While
some may legitimately argue that playing
John Madden Football isn’t playing
real football (the quarterback has longer
than three seconds to get off a pass and
the defenses don’t read plays as quickly as
► Interactive Magic’s Decathlon is having trouble mak-
ing the Olympic squad. The extra
development time will be worth it,
though, if it gives us the first good
action-oriented track-and-field sim-
ulation since, oh, the days of the C-
64.
► OverTime Sports, the joint ven-
ture between Spectrum HoloByte
and ABC Sports, will be bringing
out a version of ABC Monday Night
Football with digitized versions of
all the regular announcers. The 3-D
football game will offer direct play
connectivity and is expected to support league play
on a major, but as yet unannounced, online service.
By next year, the company hopes to add to their line
with ABC CFA College Football,
complete with Keith Jackson’s
announcing and 32 of the best col-
lege teams.
► IBM Publishing plans to continue
their foray into sports publishing
with Pro League Baseball, a stat-
based game which will support
players from 1904-1995 in its data-
base. IBM also plans a strange ver-
sion of a classic sports game. They
will also publish a game called
Pandemonium Golf which is sup-
posed to allow gamers to tee off in the middle of
New York, New Orleans and other bizarre settings.
face an
investiga-
tion. : LJ
HAY 1996
CC
ik
I
»
CEORCE JONES
jr For ^
'Windows 95
and
^Windows 3.1
Circle Reader Service #117
lenging'
the real players do), it’s still a blast. Finally, it looks like there will be a football game on
the PC where yon can pick a hole to run through or actually complete a pass by click-
ing on a down field receiv er and letting the ball fly.
MULTIPLAYER MATCH-UPS
Besides the Imagination Network’s version of Front Pack Sports FOOTBALL,
where can gamers turn for multiplayer sports gaming? Uh, that would be Absolutely
Nowhere, Alex. I swear, the first company to take a quality sports game on-line will
clean up. I get weak thinking of playing basketball or baseball over an on-line service. I
understand that latency is a problem, but the possibilities are incredible.
Soccer fans will get their chance with VR SPORTS SOCCER on the PC. Interplay’s
new sports division plans a network version of the soccer game that will let up to 20
players take control of one on-screen player (except the goalie). Players may have that
sense of playing a team sport for the first time ever when that happens. Now, if some-
one would only do that for hockey.
DOOM MEETS HOCKEY
With the current emphasis on first person 3-D action, I’m suipriscd no sports design-
ers have made a stab at DOOM-meels-hockey. 'Hie only first-person attempt at a sports
game I can recall is a long-lost Commodore 64 game by Gamestar called GFL
Championsi IIP Football with it’s “in-lhe-helmet” view. Unfortunately, while it was
kind of neat having to perfectly run wide receiver routes (seven
steps forward, two steps left, turn to the ball), it
was also more than a little frustrating.
Speaking of Gamestar, old-time gamers might
remember their gem of a basketball title: GBA
Cl IAMPIONSHIP BASKIvlUAI . 1 . . A two-on-lwo full
court hoops game, this title had everything— three
pointers, dunks, league play, statistics, you name it.
The Al was way too easy, of course (what game back
then had a good Al?), but talk about being ahead of
your time.
GET A GRIP
Memory Bank Gamestar’s sports games were
always way ahead of their time. This football
game had an “in the helmet" view.
AAAii
I think that Gravis CrIP is great-playing games
with four people at a time, each with their own
multi-button gamepad is awesome. But while play-
ing around with NHL 96 and NBA Live 96 with
some friends, I noticed that the action got more than
a little confusing at times. Gameplay, in both cases, became quizzical contests of “Who
has the ball?. . .Who has the puck?. . .Why do you keep hogging the rock?" Here’s why:
in most sports games, when you pass the ball/puck, you immediately gain control of the
recipient of your pass. 'I lie same is true of multiplayer NHL, 96 and NBA Live. Therein
lies the problem. Whenever I passed to another player, I expected my Crl P-cnablcd
teammate to be given control of the new ball-handler. But that doesn’t happen-if you
don’t pass to your teammate specifically (the other guy on the floor with a colored star
around his feet), you just keep passing to yourself.
It’s not the Gravis CrIPs fault. This is a game design flaw that is present in all FA
Sports games. But it does indicate that before we plunge into the realm of multiplayer
play, game designers arc going to have to occasionally rethink gameplay. Maybe that’s
the real reason online sports games haven’t happened yet.
Next Month: Ceorge Jones passes the baton to Dennis McCauley, his first pick in
the draft as new sports columnist. %
cc
HAY 1996
the reviews. Now
experience the
ence yourself.
Virtual FieldVi
allows you to [
in real-time Irr
any camera pe
pective. inclml
first person.
for the PC by visiting our web
Get a FREE interactive
demo of VR Soccer
site at http://www.vrsports.com
purchase a copy of the VR Soccer '96
PC CD-ROM interactive preview at a
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includes a $5.00 rebate on the purchase
the full game. VR Soccer '96™. Now this
a game you can
For more VR Soccer Tips and free demo, visit our web site at http://www.vrsports.com.
01996 Grt
Licensed from end developed by I
11
VR SOCCER TIP
RECEIVING A FREE
KICK IS SUBSTANTIALLY
LESS PAINFUL THAN
BLOCKING ONE.
THE DIFFERENCE IS REAL
Look for other VR Sports titles like VR Golf '96, Pool, Baseball, and more
Qon/iro 11^ ft
in a league by itself.
"HardBall 5's wealth of stats and options will
deliver hours of fun'.'
Electronic Entertainment
‘This year the action is better than ever!’
Computer Gaming World
The best baseball sivn
currently available"
Electronic Entertainment
simulation of baseball! With
ate" camora view. You're
twice as close to the action, with the largest strike
tone in the game!
Our complete “stats construction set” instantly puts
every stat and rating under the sun at your fingertips.
Create unlimited custom stats displays for the
ultimate managerial thrill!
Hardball 5. Soon Accolade. and tho Spoit Accolade logo oio uednmarka of Accolade. Inc. 01995 Created by MindSpan. Accolade <a an official licensee of the Major Loogue Baseball Players Association LOGO CMiBPA MSA PlayStation, the
PiayStetmn log o and the PS logo ora trademarks of Sony Computer Entertainment Inc. Distributed by WEA (Warner Elektra Atlantic Corp.l, a Warner Music Group Company. All rights reserved. Scroens shown are from PC version
: > : v Circle Reader Service #40
Watch your best
reliever warming up
In the bullpen, and
analyze your starter’s
fatigue, pitch count,
and performance.
When he’s ready to
go, you're ready to go!
Experience the best
of baseball history
with the bonus
"Legends” League —
12 great legendary
teams from history,
come to life in 12
beautifully rendered
old-time stadiums.
For maximum variety
in gameplay, change
any manager's
tendencies on any
team and see the
results play out
on the field and
In the stats.
Hot new user interface
gives you instant
access to any feature.
View and manage your
team from the field,
from the dugout, and
from the General
Manager's office!
This “fifth generation”
fielding simulation
has additional play
animations, baseball
plays, and graphics
realism, resulting
in true-life baseball
gameplay.
New player animations
smoother and
more detailed, letting
you aim for the inside
corner. "Zoom in”
baserunner windows
let you make your
best pick-off move
to the bag.
Create your own
players from scratch,
or modify any player's
ratings, or even their
physical attributes!
The resulting player
will be true-to-life,
on-field and off.
Optional wide-angle
pitcher and batter
the
game in beautiful
256-color SVGA
graphics!
See for yourself!
For demo;
http://www.MindSpan.com/
MindSpan/hb5.html
It's all here: pick-off
plays, hit-and-run,
suicide squeeze,
towering pop-ups,
and more. The
ultimate simulation
of baseball, for
everyone who
loves the game!
SPORTS
PREVIEW • NHL POWERPLAY '96
Victory On Ice
A New Challenger Makes A Run For Computer Hockey’s Cup
by Gordon Goble
any have tried, but few
have succeeded. In the
end, it must be conclud-
ed that the hockey envi-
ronment is not easy to
depict on the PC. Sure,
EAs NHL Hockey line
has towered over the
market lo these many
years, and rightfully so.
'stick-handled their way
the truly frightful altema-
ows why: there just isn’t
G/WE^m IN DEVELOPMENT an ythj n gelse.
One near-exception was Accolade’s
1995 release, BRETT HULL HOCKEY.
While BRETT was no cup contender, and
certainly couldn’t touch the EA jugger-
naut, there were hints that the people
putting this thing together knew a little
about the sport.
The design house responsible for that
promising, but seemingly incomplete,
project was Vancouver’s Radical
Entertainment, and now, like a stubborn
bulldog, they’re at it again. Distributed by
Virgin, NHL POWERPLAY ‘96 is the name
of this game, and if the final days of beta
I HAT trick PowerPlay’s gameplay is second to none, complete
with great Al, players that play and move like they do in reality,
and even team coaching.
I>WARM UP FOR THE OLYMPICS in addition to the regular hockey season play, there is an
I international tourney to play, with teams from across the globe.
testing and refinement can solve a few
niggling little details, it will have winner
written all over it.
FROM THE LOOKS OF IT
Graphic hounds be forewarned — this
w on’t be the pixelaled 3-D masterpiece of
NHL Hockey ‘96. There won’t be a rink
full of free-floating cameras, unearthly
zoomable replays or atmospheric extras
such as shattering plexiglass, reflecting ice,
dislodged nets and feats of “fistic” fur}'.
Furthenuore, gameplay will feature just a
single panning 70-dcgrec above-ice view'
of the proceedings — with no other viewing
options !
But if it’s accurate gameplay you’re
after, with an Al that you’ll continue to
respect halfway through a long season,
PowerPi AY may be your ticket to hockey
bliss. Even in the beta version,
POWERPLAY skaters seem to be thinking
out there, making choices that are both
intelligent, diverse, and rarely repetitive—
unique in this genre.
During a game, proper positional play
is usually observed and only deviated from
w hen opportunity arises. Yes, Islander’s
scoring machine Ziggy Palffy managed to
zip through my defense and home in on
my net, but the whole dam team didn’t
come with him. Instead, the other w'inger
hung toward the left boards, and the
defensemen, while certainly pinching,
kept an appropriate distance back. This
time, a deft kick save preserved a 2-1
game, and as my skater started up ice, he
was hounded by a pair of forecheckers
while the others slowly retreated. Perfect!
Defenders might lie up puck earners
for several seconds, rendering them
unable to pass or shoot — a lovely mimicry
of the real thing. When they do get a
chance to launch one, a slap shot lakes
longer to set up than a wrist shot, and a
backhand carries less momentum than a
forehand. Goals aren’t dependent on “hot
spots,” coming from anywhere within rea-
son (I potted a couple from my own end
of the ice, but Radical assures that won’t
be the case in the final version), and you
simply don’t get the feeling that events are
CG
MAY 1996
Its that moment just after j/ou rip it off, when
the circuits are still pumping cause they
don’t know what hit ’em, and the/ve got that
expression on their face like “H ey that’s my
arm!”.. .the first gush of oil from the open
socket... the lights in their eyes going
dim. ..yeah, that’s when I know.. .I’m alive.
Organic Virus Derivatives
make Lockjaw attack
without provocation!
No human being could survive
Necroborg’s 100,000 Watt
Electrical Charge!
Projectile Warfare: Fireball vs.
Tetra Basic Acid Spit!
SATURI\I" PLAYSTATION ’
WINDOWS 95 PC CO-POM
—MM declaim
„ J . RISE 2 RESURRECTION' 1 ' is licensed from MIRAG E TECHNO LOGIES (MULTIME-
DIA! LTD. C 1996 MIRAGE TECHNOLOGIES (MULTIMEDIA) LTD. EECK.TCB ,U and RISE 2
RESURRECTION"' are trademarks of MIRAGE TECHNOLOGIES (MULTIMEDIA) LTD. and used
!h permission. ALL RIGHTS RESERVED. Sega and Sega Saturn are trademarks ol Sega
‘ An "“ l — ■ e, '“ — ■" '• a trademark of Sony Computer Entertainment,
* ! — * - division and registered trade-
ic. All Rights Reserved.
Circle Reader Service #65
II Enterprises.Ltd. All Rights Reserved. •PlayStation" is
M Inc. Windows 95 is a trademark ol Microsolt Corporation. Acclaim ._ ..
j mark of Acclaim Entertainment. Inc. ? 1996 Acclaim Entertainment. Ir
completes a 12 Hit Chaos Combo!
SPORTS
PREVIEW • NHL POWERPLAY '96
pre-programmed.
But they’re not
random either.
Penalties seem to
he a reflection of
contact severity
and goals a func-
tion of pressure
and quality of
chance. Outplay
and “out chance”
the other guys and
you should walk
away victorious.
Since players
behave in accor-
w HOCKEY DUCK Graphically, PowerPlay is still behind NHL Hockey,
I but it has much more sophisticated and realistic gameplay.
dance with their real life characteristics,
pick a strong team with star players and it
should he pretty easy to trounce the
Senators or Sharks.
As of this writing, the program play's too
fast for my liking, and there are dead spoLs
where computer players will leave my
game under the belt. I found I was using
just a single camera during most of my
NHL Hockey forays anyway, and
although some extraneous stuff would
have been appreciated, it isn’t a necessity
in the long run when the gameplay is this
good.
puck carrier untouched for minutes at a
time, but Radical says these issues will be
addressed prior to release. Even so, I
found myself growing to appreciate tire
game the more I played— usually the
mark of a long-term contender.
Sure, I missed some of the gloss I’d
grown accustomed to with NHL HOCKEY
‘96, but it mattered less and less with each
ARrturnToGoodOanuplay
L ike most gaming genres, it seems that PC hockey game-
play has recently taken a back seat to vastly improved
graphic technology— a prime example was the
Accolade/Radical collaboration Brett Hull Hockey. But
Hull producer Kevin Wilkinson, now the Radical man in charge of
NHL PowerPlay, has seen the experience as a learning procedure
and is out to change all that. "Not much came over from Brett
Hull. PowerPlay is a whole new thing. I don’t think there’ll be a
better PC hockey game out there when this hits the shelves.”
“It’s deep in Al, real deep. Sure you can do the same things
over and over, like going into the corner and setting up for one-
timers, but the more creative you are, the more you’ll be rewarded.
Players have a ton of possible decisions at any one time, and what
they finally do is a reflection of the current situation. There’s a
number of hidden attributes for each player as well, and that
makes things very interesting."
Wilkinson is particularly proud of the player rating system con-
cocted for the game, saying, “I can’t give away any secrets, but
devising the players’ skill levels has been almost a full time job.” In
practice, the PowerPlay beta, although still a little buggy and prob-
ably just too dam fast, nevertheless does a nice job of displaying
these attributes on the ice as well as the stat sheet.
SUMO HOCKEY PLAYERS
Graphically, PowerPlay is just a 2-D
environment, with action far less in-your-
face than Brett Hull And although
players are once again fairly short and
squat, with bodies too small for numbers,
logos, and a thorough design scheme,
numbers and/or names are displayed
under the puck carrier, and uniforms do
carry basic colors. But it’s what they do
and the way they move as individuals that
really sells the experience.
It’s a snappy frame rate to he sure (no
doubt due in part to the game’s VCA
nature), and player animation is strong
and smooth. Rocket-like goalie blockers
snake out from the body, shooting and
skating motions almost transcend a com-
puter game, and reactions to bodychecks
are authentic. Even the referee acts the
part.
Player actions are further enhanced for
owners of six button game pads. For
them, nifty little moves such as backward
skating, flip passes, hooks, and fast-skating
with the puck will become second nature,
as will manual goalie control for anyone
with the desire to don the mask. If you’re a
joystick-using hockey fan, it’s definitely
time to try something new.
Off the ice, there’s some good and
some not-so-good news. On the down-
side, player trades will not be permitted
(although 1 hear they will be in future
products). On a more positive note
though, POWERPLAY does breathe new life
into the oft-ignored realm of team coach-
ing.
Offensively and defensively, your
team’s general style of play can be cus-
tomized before and during each contest.
Depending on your instructions, they’ll
“dump and chase” or carry the puck in
when attacking, and set up zone or man-
to-man coverage when defending.
Feeling a little surly? If so, the intimida-
tion mode works nicely, but beware of the
penalties that come with forceful play.
Protecting a lead late in the game? Then
tell your crew' to hang back. The differ-
ence between a quick break offense and a
more cautious approach is quite evident
and, unlike the real world, PowerPlay
teams always listen to their coach.
NHL & INTERNATIONAL PLAYERS
The high-resolution menuing system
features nice background shots of
cityscapes and locker rooms and, in beta
at least, is concise and very' fast. All 26
NHL teams are represented, as arc their
full rosters with personal statistics and
crisp photos of each player. For those who
seek global domination, PowerPlay also
offers international squads for play, staffed
by the best players, NHL caliber or other-
wise, that hail from each country. Game
audio is pleasant enough at this stage,
highlighted with Vancouver Canucks’ rink
announcer John Ashbridge doing his own
digital hockey shtick.
For better or worse, Virgin has opted to
release only a Win 95 version of
PowerPlay ‘96, a move that will
undoubtedly eliminate some prospective
users. But for those who’ve bowed to the
latest Gates-concocted platform,
PowerPlay ‘96 may be the best-playing
hockey product ever. State-of-the-art
graphics won’t be found here, but if every-
thing goes according to plan, an authentic
and intelligent hockey experience will be,
and that’s compensation enough for me.*fc
cc
MAY 1996
DO YOU EVER WISH YOU WERE 60 FEET TALL,
HAD CANNONS FOR ARMS, GUIDED
i^-MTSSILES ON YOUR SHOULDERS AND COULD F#Y
AROUND AND KICK ROBOT BUTT?
^AfEIRJ^JJS TOO
Your wish has been granted: EarthSiege 2. You'll get more than 50 missions, true 3-D texture-mapped terrain and incredible new burn-your-
eyebrows-off pyrotechnics. The controls and cockpit interface are easy to use and infinitely customizable. And get a load of this: when you get tired
of stomping Here butt on the ground, our new flight sim feature called the Razor lets you rain death from above. Cool? Yeah, we thought so too.
*
°yQ,f?.nix
Circle Reader Service HI 55
t, Inc. ® and/or ,M designate trademarks of, or licensed to Sierra On-Llr
http://www.sierra.com.
See your local software dealer
ill rights reserved. Or call 1-800-757-7707.
PlayStation
AnOE3
ffi ORIGIN
\ lnhnranhii/n Mn
Circle Reader Service # 145
© l!55. OlltiS J|W». Ik. Him tl lit ip JiiJiljis taram lints hi tiijiaiih i| IHGIN Sjsiiss. lit, 0;i]ia ill fi'it; CiurhIii in iqisiml liilinils il MICH
M&im
L eave it to the makers ol the Walkman to make the near-perfect gaming machine. With an
estimated 700,000 units already sold, upstart Sony has broken the Nintendo/Sega head-
lock on the console industry with their first entry into the gaming maelstrom. When the
Playstation debuted in September 1995, it arrived with a deep line-up of first-party and
third-party software that showcased the power of this revolutionary gaming machine. Gamers look
one look at the 3-D, 360 degree roving camera in games like Battle Arena: Toshinden and Ridge
Racer, and were amazed at the graphics power ol the 32-bit console. Even more compelling was
the long list of titles in development from established computer game companies like Origin, SSI,
Interplay and LucasArts.
When we discovered that Origin was porting Wing Commander III to the
PC, or that Descent was being developed for the Playstation, we were
surprised. And when we saw that X-Com, CGW's Game of
The Year, and Panzer General, were making their way into
the PSX line-up, we knew it was time to take a closer
look. What we found was no typical gaming con-
sole. With lop-notch graphics hardware and
unprecendented support from PC ven-
dors, the Playstation can attract even
the most hard-core computer gamers.
MAY 1996
►TECHNOLOGY
THE
PLAYSTATION
Can A $300 System Outperform A Computer 10 Times The Price?
by Dave Salvator
ony has packed a lot of hardware processing
power into its new PlayStation. In certain sub-
systems-most notably 3D graphics-it
smokes even the most high-end gaming PC.
Its other sub-systems are no slouches, either,
but designing a gaming platform with a $300
base price requires some compromises. One
of the ways Sony kept unit cost down was by
using small amounts of RAM, with only 2 MB for system, 1 MB for
graphics, and 512 KB for audio. While an equipped Playstation costs
around $400, a PC gaming rig can easily range from $2,500 to $4,000.
The PC obviously has many applications beyond gaming, and is much
more expandable, pulling multiple duties as gaming rig, home office
work-horse, Internet surfboard, etc. With a PC, you’re getting a lot more
memory and persistent storage (hard-disk space),
and several different options for communicating
with the outside world.
Because of its dedicated hardware, the
Playstation excels at rendering-intensive sports and
action games, whereas the PC with its ample RAM,
has been the preferred platform for more complex
genres like war/stategy, role-playing, and simula-
tions. But both platforms are making inroads into
the other’s territory. For example, Panzer General
was recently ported to the Sony, while recent PC
titles like Duke Nukem 3D and EF 2000 deliver
graphics quality that beat the PlayStation’s.
If you’re debating between a PC or a Playstation,
you should first consider what kinds of games you
like to play, and how much versatility you need. A
cc
Playstation will deliver a lot of action-packed fun and maybe even some
war/strategy titles, but not much else. PCs, on the other hand, are close
to delivering equal or superior performance in all game categories, but
you'll have to pay a lot more for the extra versatility and horsepower.
Let’s take a look at the sub-systems of these two platforms to see
how they compare.
BRAINS & STORAGE
The PlayStation uses a Sony CPU, a 32-bit processor that runs at 33
MHz. The R3000A has an internal Level 1 cache with 4 KB for instruc-
tions, and 1 KB for data. In addition to performing CPU duties, this chip
has some of the graphics sub-system embedded in it. For the sake of
simplifying a comparison, we’ll consider a Pentium 100 MHz, a 64-bit
chip. The Pentium has an internal 16 KB Level 1 cache, and many PCs
also ship with a 256 KB level 2 (external) SRAM
cache for increased performance. A key differ-
ence between the two platforms is the amount of
system memory: Playstation has only 2 MB of
system RAM, whereas a PC usually has about 16
MB, and more can be added easily. The
PlayStation currently has no provision for adding
more RAM.
Direct CPU comparisons are always tricky,
because what makes one chip “better” than
another doesn’t correlate directly to faster clock
speed, higher bit-width, or architecture. While the
Pentium is probably the faster chip, the
Playstation still has a superior graphics sub-sys-
tem that does more of the rendering work, so its
CPU is free to execute other game code.
sports games, Sony has a “multitap"
device which can accomodate up to
four controllers. With two multitaps, up
to eight can play.
MAY 1996
►TECHNOLOGY
Currently, rendering-intensive games on the PC require a great deal
of the CPU for rendering before passing the task to the graphics accel-
erator. Most PC action games are “graphics-bound" meaning that while
they have ample CPU horsepower to run the game code itself, they're
additionally saddled with a lot of the 3D rendering work. There’s a pha-
lanx of 3D chips that'll soon be appearing on a PC graphics board near
you, but they’re not quite here yet. Also, Microsoft’s Direct3D API is still
pretty much a work in progress, meaning that game writers still have to
optimize their titles for specific chips.
GRAPHIC PERFORMANCE
What makes the PlayStation’s
graphics sub-system superior to
the PC's? PlayStation has three
components that make it happen:
the Geometry Tranform Engine
(GTE), the Graphics Processing
Unit (GPU), and the Data
Decompression Engine (MDEC).
The GTE and MDEC are embed-
ded in the PlayStation’s CPU,
while the GPU is a separate chip.
Working together, the GTE and
GPU join forces to enable a maxi-
mum resolution of 640x480x24-bit
(16.7 million colors), though
according to Sony most titles are written using a
16-bit color depth (65,530 colors).
PCs have 64-bit graphics accelerators that are
designed to accelerate 2D graphics most frequent-
ly used by DOS and Windows, and help decode
digital video. PC video cards have gotten very
good at these two tasks, but their 3D performance
is still lacking. Diamond, Matrox and Creative Labs
are all shipping 3D accelerator boards, though
none of them can match the PlayStation’s perfor-
mance bit for bit.
For 3D rendering, the GPU can pump out about
90,000 texture mapped, Z-sorted, perspective-cor-
rected, Gouraud-shaded polygons per second,
while the GTE can set up 1.5 million flat-shaded
polygons per second. The end result is rendering
on action games that PC titles have only recently been able to match,
because PCs have not had dedicated hardware for 3D rendering. But
given the number of 3D accelerator boards slated for release this year,
PlayStation won’t hold the advantage much longer.
The PlayStation does have a downside here, though. Using your tele-
vision as its display, image quality is compromised by the TV’s lower
resolution, interlaced display. The visible result is aliasing, or "jaggies"
which are noticable on diagonal and curved lines. Most PC monitors
are non-interlaced, so well-rendered graphics images aren’t distorted.
As for digital video, PlayStation’s MDEC can decode full-screen
video streams smoothly from the CD-ROM. PlayStation uses a video
compression scheme somewhat similar to Motion-JPEG, a close
cousin to the more versatile MPEG. PCs for their part don’t have dedi-
cated hardware to accelerate the compression algorithms, but newer
graphics boards can smoothly “stretch" smaller video frame sizes to
full-screen, and also perform color space conversion.
All in all, the PlayStation does hold the upper hand in graphics per-
formance, but for how much longer is debatable. PC hardware (and
software) is making great strides in 3D rendering that may yield higher
graphics performance than the PlayStation. But here again price is a
major factor: the whole PlayStation system costs about the same as
some of the upcoming 3D graphics boards.
THE AUDIO FILE
Sony's audio production happens in its Sound Processor
Unit (SPU), which has 512 KB of dedicated RAM. The SPU
is designed to produce 24 channels of audio, and its maxi-
mum sampling rate is the same as CD-quality audio. The
SPU can also add real-time effects like reverb to sounds to
simulate what a hockey slapshot would sound like in a large
arena, for example. The overall sound quality on the titles
we've heard is very good.
PC sound cards are capable of CD-quality audio, but
many PC games opt instead for lower-quality 11 KHz 8-bit
audio, sounding something like an AM radio. New titles use
more 16-bit audio, dramatically improving overall sound
quality. Only a few sound cards have dedicated hardware for
real-time effects, and the dearth of effects-
capable boards means few PC game titles try
to take advantage of those features. Most
sound cards only have wave-table synthesizers
to add background music, and a few sound
effects. Playstation’s SPU can be programmed
to work like a synthesizer, but uses too much
of that precious 512 KB of audio memory. As
an alternative, PlayStation usually plays audio
CD cuts direct from the CD as background
music.
STORAGE AND CONNECTIVITY
The PlayStation is equipped with a 2x CD-
ROM drive which loads a game when the unit
is turned on. Once data for a level or scene is
loaded, some titles play audio CD tracks dur-
ing game play, or the drive sits idle, waiting for the next disc call from
the game. A PC’s 6x CD-ROM data rate is triple that of the
PlayStation’s, allowing new levels and scenes to be loaded into RAM
much faster. And the PC has plenty of storage on its hard-drive for
saving games and configurations. It takes a 128K SRAM card (ca.
$25) to save on the PlayStation.
When the urge strikes to find some off-site opponents, the
PlayStation doesn’t bring a lot to the party. There is a serial cable con-
nector (about $20) that allows point-to-point gaming between two
machines, but there’s no networking capability yet. PCs in contrast
have several ready ways of communicating with one another: direct
connect via serial port, modems and network cards.
games with a gamepad can be a hassle,
which is why Sony offers a mouse for point-
and-click titles.
ACCESSORIES With a link cable (for link-
ing PlayStations) and RFU adaptor (for
connecting to older TVs), a second con-
troller and memory cards, the Play-
Station’s final price tag jumps to between
$400 and $500.
MAY 1996
CC
ADVENTURE GAME OF
E YEAR
"LEGEND HAS PULLED OFF A
STUNNING ACHIEVEMENt THAT
WILL SET THE STANDAftDJNfii
- YEARS TO COME.
COMPUTER-GAME REVIEW, 1996
STARRING MICHAEL DORN
Nonstop Adventure Salvage cf
crippled starship, encounter and survive
dramatic battles in deep space.
Dazzling Virtual Wo’rld Explore a
vast alien civilization, align' a wormhole,
and decide the fate of mankind.
Total Immersion Full-motion video,
seamless, smooth-scrolijng 3D, and
layered sound effects with music.
. . : • ' I
ifljJ
Get your copy of Mission Critical at these fine retailers:
Babbages Best Buy Computer Gty CompUSA Egghead Electronics Boutique Fry's Electronics Media Play Software Etc.
"OUTSTANDING AND SUSPENSEFUL!...
BEAUTIFUL VISUALS AND
THOUGHT-PROVOKING PLOT."
-PC GAMER, 1996
"A MUST-HAVE FOR
STAR TREK FANS! "
- STRATEGY PLUS, 1996
"ENGROSSING."
-USA TODAY. 1996
"IF YOU MISS THIS GAME,
YOU WILL MISS ONE OF THE BEST
ADVENTURES OF THIS DECADE."
- COMPUTER GAME REVIEW, 1996
CRITICHL
THE ULTIMATE GAME
OF SURVIVAL
BILEGEND'
. • ' W .ENTERTAINMENT COMPANY
. Distributed by RandomSoft
A division of .Random House )nc.
Strategy Guide Available from Prima Books. 3 CD-ROMs
Also play Shannara from Legend Runs under MS-DOS®
or Windows® 95
© 1996 Legend Enlertainment Company. All righls reserved. Mission Critical is a trademark ol Legend Entertainment Company.
Circle > Reader Service #86
►TECHNOLOGY
If you don’t play any other games, you have to try these five games, which showcase the
Playstation’s power. And if you’re in need of some advice on which titles to avoid, , sneak a
peek at the five worst list.
THE FIVE BEST PLAYSTATION GAMES
1. Air Combat (Namco)
2. Tekken (Namco)
3. Wipeout (Psygnosis)
4. Warhawk (Sony)
5. NHL Face Off (Sony)
THE FIVE WORST PLAYSTATION GAMES
1. Revolution X (Acclaim)
2. Street Fighter: The Movie (Capcom)
3. Rise 2: Resurrection (Acclaim)
4. CyberSled (Namco)
5. Defcon 5 (Data East)
HOT BUTTONS
The PlayStation controller features four
buttons topside in addition to four buttons
on its front side (faces away from you).
The controller is generally very good for
action games, though few games make
use of all eight buttons, probably to avoid
confusion. PlayStations ship with one con-
troller, and a second will run about $25.
Additionally, Sony makes a multi-tap that allows eight controllers to be
connected to a single PlayStation, handy for sports 4-on-4 games,
though eight can be a crowd around a single TV. Sony also makes a
mouse (about $35) that, while not crucial, makes for easier menu navi-
gation. The company is also developing a twin-joystick controller to
drive vehicles in games like MechWarrior 2, though they don't yet have
a release date for it.
On the PC side, a wide variety of controllers can make PC titles easi-
er to navigate and control. Prices vary widely, as does controller quality,
but several vendors offer solid controllers. For multiplayer support,
Advanced Gravis recently shipped the GRiP, which allows four Gravis
GamePads to be connected to a PC for four-player sports games.
AND THE WINNER IS...
In the big picture, these two platforms were designed for markedly
different uses. The Playstation is a box for lovers of sports and action
games who don’t need the unit to fufill any other role. For its price,
Playstation packs a wallop. A PC gaming rig will put a considerably
larger dent in your cash flow, but it’s much more versatile.
Looking at different sub-systems, the PlayStation wins out for graph-
ics and has real-time audio effects that give it a slight edge in this area.
But the advantage in graphics performance will probably be short-lived,
and the PC wins out in amount of RAM, storage, connectivity and vari-
ety of available input devices. The Playstation still maintains one impor-
tant advantage for rendering-intensive 3-D games: game developers
know exactly what hardware the system has, whereas PC title develop-
ers have to use a least-common-denominator approach so that their
title will run sufficiently fast on slower systems. Microsoft's DirectX APIs
will address the problem of varying hardware, but that improvement
isn't quite here yet.
K ! ' PloySlotionvs.SigoSoturnvs.pt
Sony PlayStation
Sega Saturn
PC Gaming System
Price
$300
$300
$2-4,000
What Comes
in the Box
console, 1 controller,
A/V cabling
console, 1 controller,
A/V cabling
Varies
CPtt(s)
R3000A, 32-bit, 33 MHz
two Hitachi SH2s,
32-bit, 28.6 MHz,
one Hitachi SHI, 32-bit
Pentium, 64-bit, 100-166 MHz
System RAM
2 MB
2 MB
16-32 MB
Graphics Chip(s)
Some of graphics system
embedded in CPU. Sony GPU
VDP1 and VDP2 processors
Varies
Graphics RAM
1 MB
1.5 MB
24 MB
Audio Chip
Sony Sound Processing
Unit (SPU)
Motorola 68EC000,
Yamaha FH1 DSP
Varies
Audio RAM
512 KB
540 KB
usually 512 KB
MIDI Synthesis
SPU can be setup as
wavetable synth
FM and PCM synthesis
wavetable or FM
CD-ROM data rate
300 (2X) KB/sec
320 (2X) KB/sec
typically 6-900 (4-6X) KB/sec
Persistent Memory
/Storage
128 KB SRAM cards
512 KB cartridges
500 MB-1GB hard drive
Connectivity
Two PlayStations can be
daisy-chained
No provision listed
Modem or network functionality
readily added
cc
HAY 1996
►ACTION
OPENim
FLOODGATES
Fast Cars, Furious Fighters and Psychotic Russians
by Peter Olafson
A ction is what the Playstation is all about. It is its
meat and potatoes, the largest beneficiary of the
machine’s power, and the source of much of its
popularity. The best Playstation games are action:
driving, fighting, flying, platform and shooting
games. Load 'em up, and hang on.
3-D ACTION
Doom started this genre, and if it weren’t for that demon-splattering
bloodfest, we’d never have the trio here. Alien Trilogy (Acclaim), the
only decent "Alien”-based game available, pays homage to the trilogy
with a mission-based stroll through a giant derelict spaceship, a
cocooned colony and a prison. The graphics are inconsistent and the
game’s not exactly scary, but it’s fun enough that you won’t notice.
Space Griffon VF-9 (Atlus) is one of the earliest, and most under-
rated, DooM-style games for the Playstation. It has a pseudo RPG feel
as you explore a moonbase with teammates, talking via comlink. Some
graphics are sloppy, though, and the controls are elusive and some-
times unnecessary.
Kileak: The DNA Imperative (Sony) is a game with uninspired levels
and stupid enemies, but it does have some nice architectural touches,
basic but well-integrated puzzles and a rich, polished veneer.
RACING GAMES
There’s no shortage of racing games on the Playstation, One of the
first, Ridge Racer (Namco), was mobbed in the arcades, and has been
effectively trans-
lated. The resolu-
tion's been
knocked down a
bit but the play,
the elaborate
background
graphics and the
slippery handling
are all in place.
Too bad you’re
only racing on
expanded ver-
sions of a single
track.
TWISTED METAL If you want undiluted mayhem and violence, drive on
down to the arena for car-blasting fun.
The Need for Speed (EA) has come a long way from the 3DO original,
with better scenery, new tracks, a deepened view and a full-field racing
game to supplement the grudge match. However, adopting the racing-
game format sacrifices some of the game’s individuality. The ribbon of
road is too narrow, and crashes aren't as exciting in this version.
Destruction Derby (Psygnosis) is a must-have game, not simply for
the frenetic action, but for its marvelous use of progressive damage. It’s
a great visual effect, and also a measure of the car’s deteriorating han-
dling and road-worthiness. There are also a half-dozen small tracks,
where demolition rules still apply, but the idea is to get to the finish line
first. The problem is that the game's just not.. .destructive enough.
For more straight-forward destruction, steer toward Twisted Metal
(Sony). This is car wars plain and simple: arena combat against oppo-
nents ranging from armed ice-cream trucks to 18-wheeler cabs to mili-
tary vehicles. If you're not a flaming hulk when it’s over, it's on to the
next arena.
Automotive violence isn’t restricted to arenas. The Playstation transla-
tion of Bullfrog’s race-and-shoot hovercraft game, Hi-Octane (EA), takes
it out on the tracks, with beguilingly easy controls that create a true hov-
ering experience.
Road Rash (EA) is identical to the 3DO version, but don’t let that deter
you. This motorcycle racing game was a classic in its first 32-bit rendi-
tion due to its manic speed and violence, and both are preserved here.
DESTRUCTION DERBY For flying into cars, smash-
ing up doors, flipping hapless drivers end over
end, there’s no better game than this.
MAY 1996
CG
©CAPCOM CO., LTD. 1996 ©CAPCOM U.S.A., INC 1996. All RIGHTS RESERVED. RESIDENT EVIL is a trademark ol CAPCOM CO., LTD. CAPCOM is a registered liadomark of CAPCOM CO . LTD PlaySlalion, the
Your team' should not be misled by the neot and orderly
appearance of this isolated mansion. A major corporation’s
been conducting questionable research here You II scon
discover the results of some very very careless experiments
Fight or flight? When you're under-powered and on
the run, split-second decision making abilities are key.
Discover and arm yourself with anything you find:
knives, pistols, shotguns, flame-throwers and more.
From hyper-realistic 3D lighting and an ominous CD
quality sound-track and special effects, to unique action
perspectives, this intense drama unfolds, building terror
and suspense with every new room you wander through
This twisted 32-bit polygon-based blood-bath isn’t limited to gleaming
dining rooms and endless polished hallways Answers ore found in darkest
corners of the estate cemetery, crumbling guest houses, and a mysterious lower.
from initial reconnaissance team. No backup. You are on your own.
PlayStation logo and the PS logo are trademarks of Sony Computer Entertainment Inc. Feel like you may need a little emotional support? Try www.capcom.com
Circle Reeder Service "55
►ACTION
not quite as
hands-on as
TEKKEN-yOU
use weapons to
fight— and
doesn’t have
the same sense
of impact.
On the other
hand, I'm of two
minds on
Criticom (Vic
Tokai). On the
surface, it’s a
hybrid of the
two great
Playstation fighters, with the look of Tekken and the sophisticated
moves of Toshinden. But it isn’t exactly fun. The characters are too man-
nequin-like and you end up not caring for your fighter. Zero Divide
(Time-Warner) also owes much to Tekken, but comes off busy and mud-
dled— both in its complex polygonal figures and hard-to-execute special
moves.
Nor can I bring myself to get too excited over Mortal Kombat 3
(Sony). The excessive blood no longer distinguishes it from other beat-
ups, and is sometimes downright silly. What’s left is an average, nicely-
animated fighter.
Of course, sometimes silliness works great. I don’t like Primal Rage
(Time-Warner) because it’s a good fighting game. I like it because it’s
downright goofy. Imagine a bunch of Godzilla stand-ins, battling it out
with snout gouges and tail whips amid torrential outpourings of blood
as human worshippers look on.
Two games worth avoiding are ESPN Extreme Games (Sony) and
Cyberspeed (Mindscape). The former is a violent race through gates on
skateboard, rollerblades, land luge and mountain bike. The synthesis of
all these elements doesn't really work, and the tracks are uninspired.
CyberSpeed was a lamentable race-on-a-wire Windows 95 game, and
while the Playstation version has a bigger, more in-your-face feel, it's
essentially the same bad game.
WipEOUt
W ipeout (Sony) is smoothness personified. It’s a totally
immersive hovercraft racing game, but even “immer-
sive" doesn't quite say enough. This one gets under
your skin, even without a VR helmet. Wipeout never
reminds you that it’s running on a machine subject to constraints
of CD access and loading times. It just envelops you. You pop it in,
strap it on, and race in a sort of cockpit hush. The looping track
speeds by as if seen from a car. The powerups start to seem like
second nature. The jumps are just long enough to make you want
to look down. And the track is just wide enough that you don’t feel
like a captive.
But you are. _ ^ .
Hoc3 @ >
01 - 36.0
OV«*2.«=
7775772 2 ? Ill
FIGHTING GAMES
Fighting games on the Playstation are among the best the industry
has to offer. Street Fighter Alpha (Capcom), an animated 2-D fighter, is
a good example. It’s fast and responsive, the enemies are varied and
smart, and none of them just kissed the canvas; they always put up a
good fight even as I moved in for the kill. I especially liked it because I
could win by playing conservatively without having to memorize special
moves first (or rather, by picking them up as I played).
Battle Arena
Toshinden (Sony),
is also a top-notch
game, ranking a
close second to
Tekken among 3-D
fighters. Here,
more than the
character is 3-D:
you can dodge
right and left and
call upon magic.
The only reason I
give it second
ranking is that it’s
T he venerable father of 3-D is an incontrovertible classic
of this genre, and it is no less a classic on the
Playstation. For sheer, lusty abandon, blood & guts,
treachery and unalloyed terror, it knows few equals.
Doom (Williams) for the Playstation is a one-stop shop: you can
toggle between Ultimate Doom and Doom II at the main menu. The
speed is superb in the near-full-screen mode. The music is wonder-
fully brooding, and the deathmatch and cooperative multiplayer
modes— the meat of Doom— are included, though you’ll need a link-
ing cable to use them.
Though better than
the Jaguar and 3D0
versions, Playstation
Doom isn’t a straight PC
translation. The graph-
ics have been knocked
down a peg. Devotees
of the original game will
notice a reduction in
colors, lighting effects,
subtle simplifications in
level architecture and the odd missing texture.
But the feel is entirely intact, and the feel is what counts.
cc
HAY 1996
►ACTION
T ekken (Namco) is simply unrivaled among Playstation
beat-em-ups. It's the game that feels most like what it's
all about: fighting. (Indeed, the only comparable games
are Virtua Fighter Remix and Virtua Fighter 2 on the
Saturn.)
When these
big, richly
drawn charac-
ters go down,
in a flurry of
fists and feet,
they really go
down. You feel
as though
you’ve been
beaten up
yourself. No
wonder the
winner does a victory dance.
It’s in 3-D. and that makes all the difference. These ‘90s rock-
em sock-em characters seem to genuinely occupy space and carry
weight. In fact, could you excuse me for a sec? I need a cold com-
press. I just got my ass kicked by the marine... again.
Then there are the atrocious fighters. Street Fighter: The Movie
(Capcom) uses stiff digitized characters for the fighters, and some of
the fights are just ridiculous. Sharing the bottom of the barrel is Rise 2:
Resurrection (Acclaim), which made me long for its poor ancestor, Rise
Of The Robots. The sequel uses small, graphically muddy creations and
dispenses with story entirely.
FLYING GAMES
Agile Warrior (Virgin) is one of several good flying games for the
Playstation. It’s a pure arcade game-you collect floating powerups
when you destroy certain buildings-but it brings ground detail to a
whole new level. It's great fun to literally blow the roofs off radar build-
ings, and watch guard towers keel over.
Thunderstrike 2 (U.S. Gold) is from the same general school-except
with a helicopter. You’re running from the frying pan to the fire in 26
substantial missions, and you’re in Agile Warrior territory from the
start: great terrain, incredible explosions and tasks whose completion
will fill your heart.
There’s one more
arcade flyer, and it’s
good. Warhawk (Sony)
is more of a fantasy
campaign than a mili-
tary sim. You’re piloting
the experimental
WarHawk to stop the
forces of a leader
known only as Kreel.
The missions are mem-
orable, the graphics are
often spectacular and
WARHAWK Forget realism. This game is
absolute fun. with spectacular graphics and
pulse-pounding action.
PLATFORM GAMES
Interestingly, platform-
ers aren’t big on the
Playstation. But the ones
that have been released
are no worse than aver-
age.. .and I found at least
one charmer in the
bunch.
Johnny Bazookatone
(U.S. Gold) has some of the goofy feel of Earthworm Jim and some of
the rendered look of Donkey Kong Country. You’re a musical warrior
with a giant knob of red hair, gunning down all comers and grabbing
musical staves. The graphics are good, the levels are challenging
enough to keep your attention, but Johnny lacks a certain magic to pro-
pel it beyond mere platformhood.
The same goes for Gex (Crystal Dynamics). Without Dana Gould, this
3DO conversion would be a solid platformer with a lizard. With him, it’s
a solid platformer with a lizard who makes annoying puns on every
other stage.
My favorite turned out to be Rayman (Ubi Soft), a sweet, almost
Disneyesque platform-hopper designed for the young and young at
heart. How could anyone not like this little guy, who closes his eyes
happily when he jumps in the air and sticks his tongue out on cue?
you always feel at the
heart of the action.
SHOOTERS
Blasters of all description have been released for the Playstation, and
they’re a mixed lot. Some are electrifying, some are dire...and a few will
T he things I’ve seen in Air Combat (Namco). I've followed
oil pipelines to refineries and sent them up in smoke.
I’ve come in over enemy cities at night— so low I could
see the neon signs atop high rises— and blown installa-
tions right out the side of office buildings. I’ve hit their industry on
land, and their Navy at sea, and left them smoking. After all, this is
war.
This is a system-seller. In this arcade flight sim, you’re a merce-
nary running an air campaign against an aggressive enemy, and it
doesn’t just mean shuffling paper. You’ll fly missions of all descrip-
tion in all manner of planes, and
you can use the money you earn
to buy more, hire wingmen of
varying experience and assign
them orders.
The game looks fantastic. I’ve
seen such beautiful textures and
surface structures only in the most
elaborate computer games, and even there I’ve rarely seen smoke
that looked more real. Even the planes— a whole raft of them, from
B-52s and C-5 transports— look good, and you'll get to see them
up close. My only complaint is the size of the game. Sixteen mis-
sions is about eight too few for my blood. Sequel, please.
HAY 1996
cc
►ACTION
surprise you.
Assault Rigs
(Psygnosis) is one
of the more pleas-
ant surprises. This
is essentially a
fine-tuned version
of CyberSled. You
still have to blast
opponents, but
also grab the nec-
essary gems and
find the exit, while
negotiating
treacherous multilevel terrain. But the one-player game lacks sufficient
challenge. It’s better on two machines than one.
CyberSled itself, however, turns out to be Namco's only Playstation
miss so far. This coin-op conversion is unadorned arena combat where
two polygonal tanks square off against each other until one of them
gives up the ghost in a gas-fired explosion. The arenas aren’t especially
large or complex, and the battles often turn into Old West quick draws.
Krazy Ivan (Psygnosis) is the closest thing to a MECHWARRioR-style
game for the Playstation. You're a paranoid schizophrenic Russian sol-
dier in a 40-foot high Steel Cossack powersuit with orders to defend the
earth from aliens. So off you go, rolling in smooth 3-D over sculpted
gray-green hills, blowing up everything in sight, collecting the tiny
human hostages that appear afterward and destroying the generators
that produce the alien’s expanding energy shields. You’re in for a good
time here.
For some action in space, Jupiter Strike (Acclaim) wouldn’t be a bad
choice. The graphics are hardly cutting edge, but I enjoyed its mix of
shooting and targeting. Then there’s Viewpoint (EA), an isometric
blaster from the Neo-Geo. It’s one of the prettiest shooters, with lus-
cious rendered scenery, but it’s also infuriatingly difficult.
Try Philosoma (Sony) for something different. Its gimmick is a mercu-
J umping Flash (Sony) is a platformer with a difference: 3-D.
Rather than bouncing around the landscape in a side-view,
you're in the game, looking through the eyes of youi charac-
ter, Don’t worry: This isn't another DooM-style game. All the
platform rules apply in this action/adventure — the head bounces
that kill, bonus stages and power-ups. And because the play area is
deep, as well as wide, there's so much more to see and try out.
It may take plat- i
form vets a little
while to get into
this new "head."
But I found it
utterly captivating.
It's an experience
you won't want to |
rial view. Stand in one place for too long and it switches styles on you:
horizontal shooter, 3-D, front-to-rear perspective 3-D, ZAxxoN-style iso-
metrics — you name it, it's in here. Despite the mess, it manages to
achieve a certain consistency of tone. Unfortunately, it's too easy to
beat.
Cyberia (Interplay) also tries for multistyle play, but in a more creative
way: It uses 11 distinct action sequences as punctuation in a strong
graphic adventure. Like the PC version, you'll solve puzzles and explore
places, but the action is solid, too, right from the first-level gun turrets.
For a sideways-scroller, you can’t do better than In the Hunt (THQ)-a
sumptuous blaster in which virtually everything can be blown to bits.
Torpedoes fired from your little submarine lay waste to everything in
your horizontal path, while missiles wreak glorious havok on the elabo-
rate structures above. The only problem is that the sub sometimes has
only a small amount of room to maneuver.
For more
earthbound
action, try
Off-World
Interceptor
Extreme
(Crystal
Dynamics). A
monster-
truck rally
gone awry, it
lacks Total
Eclipse’s vari-
ety — no tun-
nels here—
but because
you have
more control of your craft, you can experience the game more fully.
Old games can be fun, too. Raiden Project (Sony) is a charming
blast from the past. A descendant of great vertical blasters like 1942,
this rich top-down vertical shooter offers loads of large, aggressive
sprites for you to detonate.
Fast-flying shooting isn't all good, though. Novastorm (Pysgnosis)
and Total Eclipse Turbo (Crystal Dynamics) are both disappointing. The
first is like Microcosm without the blood vessels and is rather old-hat,
while the latter, for all its fast 3-D shooting in tunnels and skylanes, just
comes off dated. Shockwave Assault (EA), a bundle of two 3-D shooters,
Shockwave and its add-on Operation JumpGate, likewise suffers from old
age. A good game on the 3D0 a few years ago, Shockwave's gameplay
is too restrictive these days.
And at the bottom of the barrel we have the “to avoid" list. Loaded
(Interplay), a top-down maze shooter, is the bloodiest game on the
Playstation. When you kill an enemy it makes a very wet "SPLAT!”, and
you’ll see a red silhouette on the floor. I made many red silhouettes,
laughed a bit, and then looked around for the game. Unhappily, Loaded
came up empty. The same goes for Revolution X (Acclaim), the only
gun game for the Playstation. We didn’t waste any time on this game,
and you shouldn’t either.
ASSAULT RIGS This 3-D tank shooter is fun alone, but
an absolute riot when played competetively between
two machines.
►SPORTS
THE WHOLE
NINE YARDS
The Game Isn’t Over, But The Score Is Looking Good
by Peter Olafson
S ports on the Playstation? Stay tuned. There aren't a lot of
games out, but a whole locker-room full of stuff is headed
our way. However, a few of the games released to date are
exquisite.
Take, for example, NFL GameDay. This smoothly-animated football
game reminds me of the games in EA’s Madden line-with rational,
Madden-like controls on screen-but with a greater sense of intimacy
and closeness. It got me caring about football games again-some-
thing I haven’t done in a long time.
But it’s April now, and you're probably looking for a baseball game.
Unfortunately, as we went to press, there was only one, and it was bad.
Bases Loaded ‘96 Doubleheader (Jaleco) has mediocre graphics, includ-
ing a skewed pitcher-batter perspective, and suffers difficult batting and
pitching that results in pathetically low-scoring games.
You’re in luck if you like basketball, though. In the Zone (Konami)
offers a more realistic turn on 3-D basketball games like Slam N Jam.
The large size of the players helps bring the game home, and their
smooth movement and realistic execution of dunks and jumpers sells it.
You should note, however, that it is strictly an action game, without sub-
stitutions or even a full-season mode. NBA Jam Tournament Edition
(Acclaim) is something a little different: a hybrid of basketball and
shoot-em-up in which power-ups hold court-like slamming the ball
home from anywhere on the court and levitating above the backboard.
College Slam (Acclaim), an amateurish NBA Jam, is worse. It has a
ridiculous roster of power-ups, like reversing the direction of balls in
flight, frying your rim with lightning to prevent your opponent from scor-
ing, and making a teammate invisible. It also has an ugly introduction
and some bad graphics.
Soccer is well-represented on the Playstation, and FIFA 96: Virtual
Stadium Soccer (EA) unequivocally rules the roost. I’ve never played a
game that so accurately and excitingly reflects what takes place on the
field, or one that makes this hard-to-embrace sport so accessible.
Nothing of consequence is missing, and virtually anything you’re
uncomfortable with in the default settings can be adjusted to your lik-
ing. Goal Storm (Konami) is another strong contender. It’s not quite up
to FIFA’s realism or depth, but it has big, clearly-drawn polygonal char-
acters and, most importantly, it’s fun to play. On the other hand, I never
could quite get a handle on Striker 96 (Acclaim). It was all I could do to
get my foot on the ball and understand the thick accent of the English
announcer. The moment I liked best is when the players walked off the
■
field at the end of the
game.
World Cup Golf (U.S.
Gold) is merely an average
golf game. It’s amusing at
times, but the game is
graphically muddy.
Feature for feature, it can't
compare to PGA Tour 96
(Electronic Arts), which
looks great, plays intuitive-
ly, and, best of all, is chal-
lenging. It’s definitely a
keeper. We're also looking forward to VR Sports Golf (Interplay), t
game that promises more camera angles and faster play than anything
currently available.
The rest are odds and ends. The first-person tennis premise behind
Power Serve 3D Tennis (Ocean) is a fine one, but the game is frustrat-
ing. It doesn’t even have a practice mode to learn how to hit the ball.
WWF Wrestlemania: The Arcade Game (Acclaim) captures nicely the fla-
vor of this silly, theatrical "sport," and can be played for some good
laughs.
NHl Fatf Off
I n hockey, though, we have greatness. NHL Face Off (Sony)
has the “feel” of professional ice hockey down to a science. It
has the game’s running-water fluidity. It has great game
sounds. It has the checks (but not the fights), and the penal-
ties. It has the gleam of the ice, but not the skate marks. It has the
real NHL players, exhibition and full-season play (including the play-
offs), and the ability to create, draft, trade and release players (but
not argue over salaries).
You can edit your lines or
assign the computer to
take over as goalie. You
can also change the view
to suit your taste.
Most importantly, NHL
Face Ofi has the moves.
Complaints? Not a one.
Prepare yourself
for the most
action packed,
adrenaline
pumping, infinite
directional
3-D gaming
experience ever!
Total freedom!
Cruise on foot
or fly with your
jetpack through
25 wild 3-D
environments.
16 of the
baddest,
maddest
monsters in
the galaxy.
A vast arsenal
of weapons
including the
power drill,
flame thrower
and meat
seeker.
NOW AVAILABLE
FOR PLAYSTATION
GAME CONSOLE!
Call 1-800-245-7744 to order, or for more information on Accolade products.
PlayStation
“PO’ed is insanely
addictive.
PO’ed stands out
with so much
innovation,
unusual graphics,
and insane
weapons,
■Die Hard Game Fan
“PO'ed is one of
the best action games of ‘96.
A great addition to any
PlayStation™ owner’s library.”
K -PS EXTREME
award Check out our web sites: http://www.accolade.com http://www.anychannei.com
Accolade Inc.. 5300 Stevens Creek Bivd.. Suite 500, San Jose, CA 95129
PO'ed is a tiademark ol Any Channel, lt)C, Used under license by Accolade. Inc. ©1996 Any Channel, Inc. Distributed by WEA (Warner/ Elektra Atlantic Corp.) a Warner Music Group Company. All rights reserved. Licensed by Sony Computer
Entertainment America lor use with the PlayStation game console. PlayStation and the PlayStation logos are trademarks of Sony Computer Entertainment Inc. The ratings Icon is a registered trademark ol the Interactive Digital Software Association.
Manufactured and printed in U S A. THIS SOFTWARE IS COMPATIBLE WITH PLAYSTATION GAME CONSOLES WITH THE NTSC U/C DESIGNATION. U.S. AND FOREIGN PATENTS PENDING
Circle Reader Service “ 291
►STRATEGY
WINNING
STRATEGIES
Wargames March Into A New Front
by Peter Olafson
A h, strategy. Without this section, where would we fit
war games, puzzles, strategy games and other miscel-
laneous titles that challenge you to think? These
games clinched the decision to cover the Playstation,
and their debut on this platform is definitely a sign of good things to
come.
Hard-core wargamers will find a pleasant surprise on the Playstation:
Panzer General (SSI). For those who don’t know, this is a delightful,
hassle-free World War II campaign from the German side. But don’t
think for a moment that, because it’s simple to play it’s easy to win.
Germany may have rolled over Poland in 1939, but its defenders will go
out fighting. Defcon 5 (Data East) is a mixed bag of strategy, exploration
and action that finds you
defending an outpost. It's
not a bad idea, but the
components, especially
the Wolfenstein 3-D seg-
ments, are of inconsistent
quality, and the game
never quite congeals into
a whole. The Playstation
also boasts Return Fire
(Time-Warner Interactive),
the sequel to the venera-
ble Amiga classic,
Firepower. It’s a splendid
game of capture-the-flag,
with notable improvements over the original. Now, you command tanks,
choppers, jeeps and missile launchers in a series of island scenarios
against a much more challenging enemy.
A-Train (Maxis) and Theme Park (Electronic Arts) are games in the
SimCity vein, and both perform very much like the originals. In Theme
Park, you build an amusement park, while in A-Train you construct rail-
roads. In both, as a bonus, you can literally enter the world you create.
Theme Park's 3-D world isn’t implemented very well, as the first-person,
polygonal park is rough in appearance, deserted, noninteractive, and
hard to navigate. A-Train is a better success, where you can ride any of
your buses or train routes and watch the scenery roll by in the four car-
dinal directions. You can even switch the view between them at will. In
each case, it’s immensely satisfying being able to wander through the
very parks or trains you built yourself. I certainly hope this is a trend
PANZER GENERAL The best of wargames has
that other games will follow.
The Chessmaster 3-D (Mindscape) also makes it to the Playstation.
It’s a more than respectable opponent, using the Chessmaster 4000
engine, and should keep your hand firmly attached to your chin.
There are also several games on the puzzle front. 3D Lemmings
(Psygnosis) is the natural extension of the Lemmings universe into anoth-
er dimension, with new 3-D Lemmings— like Turners-that may take a
while to get used to. Once achieved, it’s as playable, as charming, as
maddening as ever. For simple diversion without addiction, there is
Zoop (Viacom), which is more or less Tempest, where you shoot down
approaching colored squares from within a central grid. Another is
Geom Cube (American Technos), which is competitive Welltris.
X-Com. CGW’s 1994 Game of the Year, has been ported to the
Playstation, seeming proof that the world has indeed been taken
over by aliens. Hah! We X-Com veterans must expose this UFO
wannabe for the monthly supermarket checkout line fodder that it
is.
X-Com is hardly a
fast-paced game on the
PC. but I could have
fixed a sandwich
between CD load times
here. A bigger problem
was the gamepad, so
unsuitable for this
game that I had to
replace it with a
Playstation mouse.
Otherwise, the game mechanics are the same.
The aliens can’t see your hidden units, just as in the PC. But the
more aliens the Al had to move, the less felicity it showed in
patrolling, maximizing fields of fire and so forth— probably a memo-
ry limitation. To offset this, the aliens were ''tweaked" to fire much
more accurately than in the PC version. Interception of UFOs is also
tougher here, because the Al runs away faster, and your fire is curi-
ously less accurate.
Do these cheats hurt? Not that much, really, because the core of
the game is intact in all its strategic and research-heavy glory.
Tactically, the Al still pounces on weak human moves with those
nasty Alien Grenades, and Mind Control is as effectively creepy as
ever. But it is not quite an equitable substitute for the PC version.
—Terry Coleman
cc
MAY 1996
CHIPS & BITS ihc.
Orders/Questions: cbisales@sover.net Customer Service: cbiserv@sover.net
800 - 699-4263
Source
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‘PRIMAL RAGE’
Select one of
seven ferocious
dinosaurs, then
pound your
opponents into
submission as
you battle for
Urth domination.
Blizzard’s freeze
breath and ice
geyser fighting
moves stop you
cold just before
Mega Punch
hammers
you sense-
less. S52
‘AIR COM-
BAT’ Lock on
and unleash
the most dev-
astating fire-
power in the
skies. You
are the team
leader of an
elite corps of
Mercenaries
(fighterpilots)
hired to strike
where NATO
air forces
have failed.
Good hunt-
ing! S46
PLAYSTATION HARDWARE
ASCII Control Pad S22
ASCII Fighter Stick S44
ASCII Flight Simulator Stick S52
ASCII Revel Pad S26
Game Shark S56
HORI Fighting Stick S46
Mad Catz Steering Wheel S74
Mad Catz Control Pad Basic S12
Mad Catz Control Pad Deluxe S16
PSX AC Power Cable S15
PSX Combat Cable SI 9
PSX Controller S22
PSX Game Gun S38
PSX Memory Card S24
PSX Mouse w/Pad S32
PSX Multi-Tap S46
PSX RFU Adaptor S27
PSX RGB Cable S19
PSX Stereo A/V Cable S26
Sony Playstation, Core S319
Sony Playstation with Game S349
System Selector S19
PLAYSTATION ADVENTURE
7th Guest 2: 1 1th Hour S52
Adrenalin Factor S54
Alien Trilogy S52
Alien Virus $52
Aquanauts Holiday S52
Arcade Classics S47
Blazing Dragons S52
BrainDead 13 S52
Casper S46
Castlevania: The Bloodletting S44
Chaos Rising S52
Chronicles ol the Sword S52
Creature Shock $54
CyberWar $54
Cyberia $52
D $52
Dark Stalkers $52
DarkNet $52
Death Crusader $54
DelCon 5 $52
Die Hard Trilogy S54
Dimension $54
Down In the Dumps $54
Dream Knight $54
Earthworm Jim 2 $48
Fox Hunt $52
Freelancer 2120 $52
PLAYSTATION ADVENTURE
G-Police S54
GEX S52
Gender Wars $54
Heart ol Darkness $54
Hell S54
Hyper 3-D Pinball $44
ID4: Independence Day S54
In the Hunt S44
Incredible Idiots in Space S52
Journeyman's Project S54
Kingdom O' Magic $54
Last Dynasty $58
lawnmower Man 2 $54
Legacy ol Kain: Blood Omen S54
Lost in Time $58
Mind Warp S52
Monstrous City S54
Myst S52
Offensive S54
Philosoma S52
Planet of the Apes S54
Project: Over Kill S44
Psychic Detective S54
QUD $54
Quarantine $54
RayMan S52
Reboot S54
Return of Ihe Apes S54
Return of the S54
Return to Zork S46
Revolution X S52
Ripper S54
Sentient $52
Silver Load $52
Skeleton Warriors S48
Space Grilfon $52
Spawn S54
Spot Goes To Hollywood S54
Steel Harbinger $54
Storm $52
Velocity S54
Virus $54
War Gods S54
Waterworld $52
Worms $52
Wrowler S52
Xeno War $52
PLAYSTATION KICK & PUNCH
Crilicom S58
Dimm & Witt $54
‘ A-TRAIN’
You'll start
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bare land and
a small bank
loan, then
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transportation
systems, buy
and sell land
and business-
es, and even
invest in the
stock market.
If all goes
well, you’ll be
rich and pow-
erful. S46
‘COLLEGE
SLAM’
Match up
over 44 col-
lege rival
teams in
this arcade
style, 2 on 2
basketball
game featur-
ing 3 modes
of competi-
tion, alley
oops, spe-
cial fraterni-
ty teams
and college
arenas. S62
PLAYSTATION KICK & PUNCH
Marvel 2099 S54
Mortal Kombat 3 S52
Mortal Kombat Trilogy S59
Primal Rage S49
Rise of Ihe Robols 2 S52
Shokendo S54
Soul Edge S54
Street Fighter: The Movie S52
Street Fighler:Alpha S52
Tekken 2 S52
Tekken S47
Toh Shin Den S54
Toh Shin Den 2 S49
Werewolf S54
Zero Divide 2 $54
PLAYSTATION ROLEPLAY
Arc the Lad S52
Beyond the Beyond $52
Dark Seed 2 S52
Dark Sun: Shattered Lands $52
Entomorph S52
I Have No Mouth $52
King's Field 2 $52
Shining Sword $54
Slayer $52
WerowolliThe Apocalypse $59
PLAYSTATION SHOOTERS
After Shock S52
Air Combat $46
Alien vs Predator $54
Alpha Slorm $54
Armed $52
Assault Rigs $52
Crossfire $54
DNA Imperative $44
Don Pachi $52
Doom $5*1
Eurit $54
Fade to Black $52
Hi-Octane S52
Hlvo S47
Johnny Bazookalone $52
Jupitor Strike $52
Krazy Ivan $52
Last Bounty Hunter S54
Loaded S52
Lono Soldier S56
Major Damage S54
PLAYSTATION SHOOTERS
N AMCO Museum V. 1 -5 ea S52
Nedrodome S54
Novaslorm $52
PO’od $52
Power Slave $52
Raiden S44
Rosldent Evil $53
Robolron S54
Shell Shock $52
Shock Wave S54
Spaco Hulk S44
Star Blade Alpha S44
Star Fighter 3000 S54
Starwindor S54
Thunderstrike S52
Tokyo Highway Battle $54
Total Eclipse S34
Virtuoso S54
XS $54
Zcitgest 559
Zero Divide $52
PLAYSTATION SIMULATION
4x4 Gears 8 Guts S52
Agile Warrior: F-tt IX S52
Ball Blazer S58
Bogey: Doad 6 S52
Chaos Conlrol $44
Cyber Slod S46
Cyber Speed S52
Cyborbikos: Shadow Racor S52
Deadly Skies $52
Death Race $54
Doscont $52
Destruction Derby $54
Gunship 2000 $52
Impact Racing $52
Jumping Flash $52
MagBall $54
Magic Carpot $52
Mogarnco 2 $54
Mick Thompson's Supercross $52
Nood for Speed $54
Oil World Intercoplor $39
Raven Projocl $49
Raw Pursuit $52
RazorWing $54
Ridgo Racor $44
Rldgo Racor Revolution $49
Road Rash $54
$44
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‘CYBERIA’ It’s
2027. Global
terrorists rule.
Mankind lives
on the brink of
destruction.
And the ulti-
mate dooms-
day device,
Cyberia, has
just been dis-
covered.
Features state-
of-the-art 3D
graphics and
breathtaking
action seq-
uences. S45
‘DOOM’ From
outside the
base you hear
the carnage:
guns firing,
men scream-
ing, bones
cracking then
silence.
Suddenly
you're the last
surviving
marine thrust
into a bloody,
gore ridden
underworld 50
miles into the
future. S54
SimTower $52
Solar Eclipso $52
Supesonic Racer $54
Team 47-GoMan S54
Top GumFIro at Will S52
Twisled Metal $54
WarHawk:Red Mercury Mls’n$54
Wing Commander 3 $52
Wipeout $52
PLAYSTATION SPORTS
3-D Golf 544
3-D Soccer S44
3-Decathlon S52
3D Baseball S54
Aaron Vs. Ruth $54
Big Bass World Champ'nship$52
Boxing 96 $52
College Slam Basketball S52
Convorse Hardcore Hoops S52
Double Header S56
ESPN Exlremo S44
FIFA International Soccer 96 S52
Frank Thomas Basoball S52
Front Pago Football Pro 96 S58
Front Page Sports Baseball 96S58
Hardball 5 S52
MLB Penant Raco S52
MLBPA Baseball S46
MVP Basosball '96 $54
MVP Collogo Football $54
NBA 96 S52
NBA In Tho Zone 548
NBA Jam Tournament Edilion $48
NBA Live 96 S52
NBA Shoot Out $52
NCAA Final Four 2 S54
NFL Quarterback Club 96 S52
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NHL Power Play '96 S52
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Open Ico Hockoy $54
PGA Tour Invitational S54
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Power Sports Soccer S52
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Slam & Jam S46
Striker '96 $44
Super Form. Soccer S52
TNN Outdoor Bass '96 S54
Track & Field S44
Triple Play '97 S52
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VR Hockey $56
VR Soccer $54
Virtual Pool $57
Virtual Tennis S52
WWF Arcade S52
World Cup Golf: Pro Edition $52
PLAYSTATION STRATEGY
A-Traln S45
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Chossmaslor $48
Extromo Pinball $39
Goom Cubo $54
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Lemmings 3D S52
Lemmings Paintball 554
Panzer General S52
Return Fire $52
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Shanghai: Triple Threat $29
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Star Trek: Generations S54
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f fljfjrr.
Circle Reader Service ft 228
Introducing Silent Thunder: A10 Tank Killer II. 24 action-packed missions take you through Central America,
the Middle East and Korea in one of the most devastating ground attack planes ever created. Huge explosions
and texture-mapped terrain reduce other flight sims to twisted wreckage. See why PC Gamer Magazine says
"The terrain graphics are unquestionably some of the the best ever seen in a flight sim." And yes, they are
^ real screen shots. Even the big one!
ss k L£* nr
THUnuen
http://www.sierra.com
See your local software dealer
or call 1-800-757-7707
© Sierra On-Line, Inc.® and/or ,M designate trademarks of, or
licensed to Sierra On-Line, Inc. All rights reserved.
DENNY ATKIN • SIMULATION/SPACE
I lying flight sinis is
just like dating.
(Whoa! Let me
explain the anal-
ogy— I’m not
llwt much of a
game geek.)
Surely you’ve
started going out
I with someone
(bought a new sim) and been truly
impressed with that person’s (sim’s) looks,
personality, and, urn, handling. But as you
get deeper into the relationship, strange
quirks pop up. You find unexpected
behaviors (bugs) and redundant conversa-
tions (missions), and sometimes the per-
son (sim) wants to do different things than
you do (exhibits poor control response).
Eventually the peculiarities get so annoy-
ing that you say it’s been fun and head on
to the next relationship (sim).
'Hie nice thing about flight sims,
though, is that unlike ex-girlfriends, they
can be patched. (I’m not bitter— 1 just
dated a few too many Release 1.0s before
it It would
be nice to be
confident
that you're
buying a
finished
product. 11
►Fighter Duel currently supports
only two players over a modem
or direct serial connection. Soon
you’ll be able to take on the
whole office with the release of
the Net Duel update. This patch
will add support for playing
Fighter Duel over an IPX-compat-
ible network, using either DOS or
Win 95 network drivers. Up to
nine players will be able to enter
the fray in a free-for-all air battle.
The first player will establish the
basic rules and setup; then
Players will be able to come and
go as they please, switch planes
after being shot down, and more.
►In our March flight sim
roundup, we mentioned that
JetFighter III wouldn’t have net-
work or modem support. That’s
true for the first release, but
Mission Studios plans an add-on
module later this year that will
add extensive multiplayer sup-
port.
of the hottest sims of recent memory.
However, once you delve deep into the
simulation, you’ll discover some rough
edges. The lack of ground fire and anti-
naval missions in
the campaign dis-
appoints, but the
biggest crime is
that your actions
have little or no
effect on the cam-
paign’s outcome.
That’s not the
case at all with the
patched version.
Campaigns are
fleshed-out, with
numerous anti-
ship missions, more enemy CAP flights,
strong target defenses, and dangerous
neutrals who attack if you enter their terri-
tory. You can customize your weapon load
before each mission, and post-mission
debriefs are more thorough. Many details
have been attended to — lose your
AYVACS early in the fighting and be pre-
pared to do without any JTIDS target
data for the rest of the campaign.
Pilot Al has been improved — no more
planes flying into the ground on approach
or ineffective Wild Weasel aircraft. Your
own flying habits will have to change as
SLEEK ZEKE The Fighter Duel patch adds the agile A6M2 Zero to
the fray.
P * 1
I married.) Three of last year’s best have
recently been the subject of extensive
patches. You’ll find two of the patches on
this month’s CC-ROM; the EF2000
patch wasn’t final when the CD went to
press.
EF2000.1
EF2000, in its unpatched fonn, is a
dazzling game. A rich visual and tactical
environment, detailed systems control,
and a wide variety of missions make it one
DENNY ATKIN
well: weight and drag of stores now affects
low-speed performance, the odd high-
speed stalls have been eliminated, and a
voice and “break X” will warn you of an
imminent ground collision.
Multiplayer mode has seen the most
dramatic improvement. Previously, it was
more or less a guns-only free-for-all. Cun
hits were so difficult that four players
could fly around in circles for half an hour
mirrors (superbly implemented) have
been added. Happily, ) oil’ll no longer be
surprised by SAMs or AAMs when flying
in formation. Better external view options
let you pinpoint enemy or friendly aircraft
and watch dogfights in progress.
Radar is better modeled, with target
aspect angle affecting radar return.
Keymaps have been adjusted to better
support programmable controllers such as
without scoring a kill. Now gun damage
has been turned up. and short-range mis-
siles are optionally available. I'.vcn better,
you can now fly the campaign in multi-
player mode, with up to eight human
players. With these improvements, the
patched EK2000 is a five-star game.
the ’1 brustmasterTQS.
This is just an interim patch — the
planned 1.1 release will hopefully' add
additional features, such as cloud cover. If
you have features you’d like to see in 1.1,
you can send them to the developers at
Nsocme@mindscape.com.
FLANKER HANKER
Like EF2000, Su-27 Ft ANKER was
rushed out for Christmas. Some features
didn’t work properly, while others were
omitted entirely. Now a series ol patches
(up to 1.05 at press time) have the blanker
ready for the front lines.
You’ll find survival much easier now
that the ECM light works, the field of
view' has been increased to a more realis-
tic 2-10 degrees, and the missing rear-view
If Top Gun: Fire Ar Will! crashes on you
at the end of a mission, this may get
you up and running while you await the
inevitable patch. Find the TOPGUN.INI
DUEL CARBS
The initial release of FIGHTER Duf.L
had relatively few problems. However,
there’s always room for tweaks, and the
recent patch (version 1.0.45 is examined
here) fine-tunes this superb sim quite a
bit.
A new plane, the nimble but vulnerable
A6M2 Zero, has been added. 1 he most
appreciated feature should be the
revamped \iew support. Keypad views arc
no longer “sticky .” When you release the
file and change the ASYNC= line to
ASYNC=N0. Alternatively, you can try a
full install of the game if you have over
100MB to spare on your hard drive.
Top Gun’s terrain graphics may look like
Spectrum Holobyte channeled the ghost
of Seurat to lead their art team, but they
key, the view' returns to the front.
Similarly, a toggleable alternate view set is
available for joystick view' hats, giving side-
views off the yvings instead of angle views
behind the tail. A partial panel view shows
you the most important instruments while
keeping more of the action visible.
Additional controllers are supported,
and the second view hat on sticks such as
the CM F-16 Combat Stick now trims the
aircraft (the function such hats serve on
real aircraft). A config file lets you redefine
any' button or view hat function.
Armament has been split into two
banks. You can now fire cannons,
machine guns, or both. Bullet lethality is
toned down, so kills are a bit harder to get.
The flight model has been tweaked, with
more realistic roll rates and the addition of
prop drag.
In realistic flight inodes, you’ll now
have to catch the wires at the rear of the
aircraft carrier to land successfully. Finally,
when you die, you’ll now get to see your
plane explode or splash into the ocean,
rather than being unceremoniously
dumped back to the results screen.
BETTER LATE THAN...
I’m overjoyed to see these patches. All
of these updated games are eminently
more playable, and the companies are to
be commended for improving their prod-
ucts. Still, it’s a shame that business pres-
sures force these companies to release
games before their time. It would be nice
to be confident that you’re buying a fin-
ished product.%
► You’ll find the EF2000 patch at www.dld.com/
patdt.html, the Su-27 patch at
www.mlndscape.com, and the Fibhtcb Dua patch
at www.phlllpsmedla
.com/medla/games/
games.html.
can be improved. Launching the pro-
gram with the command TOPGUN
SUPERHI will effectively double the res-
olution of the ground texture. You’ll
need to turn the Terrain Detail setting
down to Medium within the sim to get
an acceptable frame rate on a PI 66.
cc
MAY 1996
The audio experience from our new
Sound Blaster is so real, when you find out
what you've been missing, you'll just die.
Life is too short to be
with an ordinaiy sound card. Whether you're a hard-core garner
or an audiophile, the new Sound Blaster AWE32' PnP is simply
to die for.
The AWE 32 is the breakthrough audio fanatics have been
waiting for. It delivers the shocking realism of professional wave
table synthesis - introducing Sound Blaster BUIE3B PnP
which uses actual
recordings of real
sound effects and
musical instruments. With 32-note polyphony, it can play up
to 32 notes simultaneously, adding deadly new detail and
richness to your favorite games and software.
The AWE 32 is the first sound card with 3-D Positional
Audio!" Suddenly you can hear the metallic click of the
shotguns trigger over your left shoulder. It also features
Creative's
3 D Lp»*;
;reo -(1
Enhancement"
Technology, wbictt
makes your whole system souncf&fuller and
powerful so you'll have absolutely nowhere to hide.
Really want to push the envelope? Our upgradeable
SoundFont® technology lets you add new sounds. Or you can
add up to 28 MB of memoiy to create your own sound
library. We even included software for editing music and
sound effects. And, of course, the AWE 32 is fully Plug and
Play compatible and works with Windows 5 ^, Windows 3.1
and DOS. So installation is a no-brainer.
To experience the ultimate reality, team the AWE32 with
a bullet fast Blaster CD" 8x and Sound Blaster Speakers—
available at your nearest Creative Labs dealer. But do it today
because tomorrow
may be
too late.
ujiuiu.creatjvelabs.com
Hear UJhat Vou ve Been (Hissing
CRMAnysi.
ion Call, bur Fallback Sc
AWR.12, 31) Po.siiion.il
at 800.9')8.5537 <133 ©Copyright 1(196, Creative Technology LtcL All rights reserved Sound Blaster and the Creative Labs logo arc registered trademarks, and
y and Blaster CD are trademarks ol Creative Technology.- SoundFont. is a. registered trademark and 3p positional Audio is a trademark ol E-mu Systems, Inc.
Circle Reader Service tf 78
SIMULATION/SPACE
REVIEW • TOPGUN: FIRE AT WILL
WIMSIA1E >
ADVANCED
Price: S59.95
System Requirements:
IBM compatible 486DX-66
or better (math coproces-
sor required, Pentium rec-
ommended), DOS 5.0 or
higher (runs under
Windows 95), 8 MB RAM,
30 MB hard drive space,
SVGA video, 2x CD-ROM,
joystick, mouse. Sound
Blaster compatible,
ProAudio Spectrum, or
Ensoniq SoundScape.
Protection: None (CD
must be in drive)
Designer: Ken Allen
Publisher: Spectrum
HoloByte, Inc.
2490 Mariner Square Loop
Alameda, CA 94501
(800) 695-GAME
Reader Service d: 328
Great Balls
Of Fire
Spectrum Holo Byte’s Action Flight
Sim is A License That Thrills
by Robin G. Kim
( heck any flight sim fan’s
videotape collection and
more likely than not you'll
find a copy of Top Gun.
What the action flick lacked
in accuracy it made up for in
enthralling action and fantas-
tic jet footage. That formula,
which made the movie a
huge success, has been car-
ried into Spectrum HoloByte’s latest flight
simulation. Top Gun: Fire at Will! isn’t
the most realistic sim you’ll fly; but its non-
stop action should keep you glued to the
screen.
TOP Gun attempts to capture the
excitement, the camaraderie, and even
the attitude of the movie and its charac-
ters. This time it’s you, not lorn Cruise,
playing the role of Maverick, a hot shot F-
14 Tomcat pilot with a chip on his shoul-
der. You’ll start at Miramar NAS, where
you and your wise-cracking RIO, Merlin,
compete for the Top Gun trophy. From
there, events take you and your comrades
on a series of missions span-
ning three theaters.
THE NEED FOR SPEED
Missions arc tied togeth-
er using full-motion video
clips which are mostly well
done— the few' cheesy
background sets are more
than made up for by the
great footage of real carrier
operations. The acting is
generally good; the charac-
ters may seem larger than
life, but they fit the cocky
fighter pilot theme per-
fectly, and are always
entertaining. That’s for-
tunate, because they’re
with you all the time as
you play the game, from
voice-overs during briefings and debriefin-
gs to the ubiquitous radio chatter during
missions. The w ealth of video and digi-
tized speech allow you to get to know' the
characters quickly and immerse yourself
in the compelling, but mostly linear, story
line. Some may be put off by all this chit-
chat, but turning off speech is ill-advised,
as some radio messages are vital.
A good story is fine, but air combat is
the heart of the game. Almost all missions
involve air-to-air work, with only the occa-
sional recoil or surface strafing assign-
ment. The 50-plus missions (including a
set of standalone practice missions) are
varied and unpredictable enough to
remain fresh and exciting till the end. As
an added bonus, Spectrum promises to
post a new mission file each month on the
> GROUND CLUTTER An Su-27 flies over an uninspiringly
rendered Grand Canyon.
WINDOW DRESSING Pop-up windows simplify getting in-
flight information for beginning F-14 drivers; real instruments
are available as well.
company’s web page.
TERRAIN BY MONET
With all options maxed out, TOP Gun’s
graphics look truly impressive at 640x480
resolution, and not bad at all at 320x200.
Detail levels and resolution can be
changed on the fly. (You may want to turn
down the detail when your mission has
you flying low' to the ground, to increase
the game’s frame rate.) The stunningly
detailed aircraft graphics are the best
around, and the sea and translucent cloud
renderings are also state of the art .
Unfortunately, the terrain graphics don’t
live up to the same standards— they have
a blotchy look reminiscent of an impres-
sionistic oil painting. Because most of the
sim’s action takes place over 10,000 feet,
the poor terrain graphics rarely detract
from the gaming experience. (To get
sharper terrain renderings, start the game
by typing TOPGUN SUPERHI, but
expect an extreme frame rate hit.) Though
indistinct, the landscape is far from bor-
ing, featuring rolling hills, rivers, and cities.
BALANCING ACT
If you’re expecting a hard-core F-14
simulation like F-14 FLEET DEFENDER
with better graphics and a plot grafted on,
stop right here. Top Gun makes no
attempt at total realism — if most of your
enjoyment of the namesake movie came
££
HAY 1995
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SIMULATION/SPACE
REVIEW • TOPGUN: FIRE AT WILL
^ GETTING HOOKED Carrier traps can be tricky, but the ILS
I needles guide you right in.
from pointing out its technical errors, TOP
Gun is probably not for you. Tills isn’t to
say TOP CllN is a pure arcade game, how-
ever. Easier to learn than many flight sims,
it doesn’t forsake all simulation elements,
and the highest of the many difficult}’ set-
tings should prove challenging for even
the seasoned flight sim pilot.
The flight model (loosely based on
T op Gun: Fire at Will! supports serial, modem,
and IPX network connections. Players can divide
into up to four teams with up to 16 human play-
ers total, or go it alone in one big free-for-all.
Either way, optional computer opponents can be added to
keep everyone on their toes; the computer’s F-14s look just
like those of the human players.
Except for the rare
program crash, the
multiplayer modes are
stable and very easy
to use. Players can
join or leave battles in
progress at any time,
though after you die
you’re annoyingly
forced to go to the
status screen to
see your results,
and then wait for
the sim module
to reload.
* of some. Modem play
between two Pentium systems
! using 28.8 was silky smooth, with absolutely no
warping or discernable delays. Compared with standalone
play, there is a slight frame rate decrease, but that’s a small
price to pay for a warp-free environment. Performance over
a network is just as good.
The only downsides to the multiplayer modes are that
gun hits are way too easy, and there’s no way to choose
your armament— you always get a preset missile load.
Setting up a guns-only fight is not a problem if all players
agree to it, but if computer opponents are added in, mis-
siles are a must.
FALCON 3.0’s Hi-Fi model) is fairly good,
with a nice fluid feel. Allhough the plane’s
low speed handling is better than it should
be— making landings pretty easy— buf-
feting and stalls will bite you if you’re care-
less. I he model is accurate enough to
reward realistic tactics and energy man-
agement— yanking all the way back on
the stick all the time will get you nowhere.
Missile modeling is simplified, but the
weapons exhibit the proper performance
differences. Dodging enemy missiles can
be difficult; the key is to beam radar-guid-
ed missiles, turn toward heat-
seekers, and drop plenty of
countermeasures when they get
close. Cun kills are far too easy,
however— just getting the gun-
sight in the same area code as
the target is often enough to
ensure a hit.
Solo missions arc rare—
you’ll usually be accompanied
by one or more wingmen. They
can’t be issued orders, but they
at least keep you informed of
what they’re up to. In fact,
sometimes they even tell you what to do,
such as perform a bracket or drag maneu-
ver. The A1 of both your wingmen and
your opponents is very good, though they
do tend to get target fixation. Protecting
your wingmen is vital not only for tactical
reasons, but because the death of any pri-
mary character will end the game.
RADAR RIDERS
Like US Navy' Fighters, Top Gun
features easy to use pop-up information
windows overlaid on a HUD-only view,
though a full cockpit with instrumenta-
tion can also be selected for those who
prefer the added realism. T he apparent
goal was to maximize the player’s situa-
tional awareness, so the radar shows a 360
degree view of all objects around the air-
craft. An optional arrow symbol points
toward the greatest threat, be it a nearby
bandit or an incoming missile. The virtual
cockpit panning view mode is among the
best around; it’s fast and provides good
visual cues to keep you oriented. Horn
this mode you can also padlock on tar-
gets, though sometimes it won’t lock onto
a target in plain sight.
LOST THAT LOVIN' FEELING
Top Gun has one serious compatibility
problem afflicting a significant number of
players (this reviewer included) — on
some systems, the game often crashes at
the completion of a mission, ('flic story
can be continued after a crash by reboot-
ing and reloading the LASTMISSION
file, a workable but annoying solution.)
Spectrum HoloByte is working on a patch
to address this. If this bug doesn't affect
you, though, you should find the program
rock-solid.
Top Gun offers an intriguing blend of
Hollywood-style dogfighting action, a
decent dose of flight sim realism, and a
story' that keeps you coming back for
more. Tire atmosphere is so engrossing
that you do feel like you’re part of a story'.
Add a variety of smooth performing mul-
tiplayer options into the mix for long term
play value, and you come up with a pack-
age that you’ll want to head to when you
— as Maverick said — "feel the need.”
►APPEAL: Die-hard fans of the
movie, flight sim novices or serious
sim fans ready for a break from reali-
ty; or Wing Commander veterans look-
ing for new challenges.
►PROS: Action-filled missions with
great atmosphere and an intriguing
storyline. Solid and fun network and
modem play.
►CONS: Blotchy terrain graphics.
Constant radio
chatter can get
annoying, espe-
cially when reply-
ing missions.
Frequent program
lock-ups occur on
some configura-
tions.
► SORRY, SIR If you screw up in training, you can
count on Hondo to chew you out.
cc
MAY 1996
CUTTING EDGE
Your other hand tightens around the ThrustMaster. F-16
FLCS- stick as you maneuver behind your enemy.
Suddenly, the MiG falls into the funnel of your HUD.
Squeezing the trigger, a lethal hail of cannon fire rips
through his ship - sending him down in flames.
Unlimited Programmability
Unparalleled Performance
Uncompromising Reality
F-16
Fearlessly, you push the ThrustMaster- F-16 TQS-
throttle forward and your Falcon roars to the
rescue.
The force of acceleration slams you into the
ejection seat as you tear through the sky. Your
skilled fingers dance over the fully programmable
switches as your thumb works the TQS~
THRUSTMASTER
THE REALITY SPECIALISTS
10150 SW NIMBUS AVENUE PORTLAND, OR. 97223-4337 PHONE (503)639-3200 FAX (503)620-8094
Circle Reader Service # 161
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Circle Reader Service if 129
TERRY COLEMAN *1 STRATEGY/WARGAHES
miu
j n The Multimedia
hit!” Just think for a minute how many
bad sci-fi films this approach
spawned-you probably can’t even
remember them all— and imagine how
many game producers out there are say-
ing: “Well, J.D., all we need
to do is have some tanks
running around blasting
stuff, some big-name actors,
or bad voice-over talent by
people who’ve never played
a game; toss in some SVGA
graphics and some multi-
media from the historical
conflict, and we’ve got our-
selves a winner!"
Wien the question is
raised, usually by some con-
cerned programmer or
designer, why the game as
designed has nothing to do with the real-
life battle, one of the following responses
is given:
EXQUISITE CHATEAUX So what if the soldier icons
are as big as the trees? The look and feel of
Talonsoft's Battleground: Waterloo will likely put
Napoleon back on the gaming map.
1. “Well, let’s make it science-fiction.
That way, they can’t nail us for being non-
historical.”
If mar-
keters had
their way,
Napoleon
games would
only be
insipid sci-fi
rip-offs. 99
J hen it’s
done well
and kept
in per-
spective,
multime-
dia can
actually
enhance
historical
wargames, whether it’s the voice-over of
the Gennan General Staff adjutant in
Panzer General, or the more visual cues
from Battleground: Getiysburg.
Certainly, the gorgeous graphics of those
two games didn’t hurt them at the box
office, either. But their success is inspiring
others-for all the wrong reasons. I’m
reminded of movie executives, who saw
Star Wars as a formula for success: “See,
J.D., all we need to do is to have some
cute robots, nasty-looking aliens, and a
lotta special effects, and we got us a sure
►The Great Battles of Alexander,
much like its historical counter-
part (who died young), has met
with an untimely fate. Seems SSI
was tired of waiting, and told
Erudite Software and GMT Games
(the boardgame designers) to
take their act elsewhere. It’s a
real shame, because Alexander is
one of the rare board wargames
worth converting to silicon for-
mat. The sophisticated design
has the best model for unit cohe-
sion and command control of any
Ancients warfare game ever pub-
lished-and it’s fairly easy (as
wargames go) to play. If the
designers of the computer game
can work out the bugs in their Al
code, this is a sure-fire winner.
Rumor has it that two other major
wargame publishers are
interested-we’ll keep you posted.
►Other Ancients news: Mindscape
(SSI’s owner) has revived plans to
publish Legions Empire. The big
flaw of Legions was its lack of a
tactical module, which will evi-
dently be solved by an adaptation
of the Warhammer combat
engine-don’t hold your breath.
►The Software Publishers’
2. “This game is in real-time. Those old
boardgame guys just don’t gel it. If they
complain, we’ll tell ‘cm their reflexes
aren’t good enough to be a real general.”
3. Tell them we didn’t want to be
restricted by hindsight, so we’re exploring
historically viable alternatives.”
4. “What are you talking about?
Nobody cares about that historical stuff
except a few old greybeards; most people
just want to blow things up. Don’t you
hmw anything about this market?”
This mentality rears its ugly head most
prominently whenever the subject of pre-
twentieth century wargames comes
up-no tanks, no jet planes, no cool explo-
sions, a lot of worried marketing people.
Sure, the American Civil War is suddenly
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Circle Reader Service it ISO
TERRY COLEMAN
a hoi topic again, largely because
Talonsofts BATTLEGROUND: GliXlYSBURG
is selling quite briskly. But while I enjoy
pitting Lee vs. Grant as much as anyone, 1
can’t help but feel sorry for Napoleon. It’s
been years since U’ Petit General had a
hit. There hasn’t been a good Napoleonic
wargame since SSI did Battles of
Napoleon, which sold less than 10,000
copies, according to the publisher. The
last big-budget attempt to place
Bonaparte on the computer was the ill-
fated Fields of Glory by Spectrum
HoloByte. Despite the game’s luscious
graphics, it didn’t exactly break sales
records, proof that gamers arc much more
savvy than marketing folks give them
credit for.
SHINY NEW NAPPY
So it comes as somewhat of a surprise
that a few companies are actually bringing
new campaigns of Napoleon to
market-albeit with a little caution. 'Hie
most prominent of these is Talonsofts
Battleground: Waieri-oo, and the
obvious question is whether the game sys-
tem can make the transition from the
American Civil War to Europe in 1815,
while retaining enough historical flavor
and play balance.
Bob McNamara ofTalonsoft thinks so.
Boardgamers will recognize Bob as “Mr.
Advanced Squad Leader” from his design
years at Avalon Hill, and it was Bob’s input
that resulted in many of the positive
changes to the Battleground system
between ARDENNES and GetiYSBURC.
From what I’ve seen so far. Bob and the
other folks atTalonsoft have good reason
to be excited about their new war child.
Waterloo's most obvious difference
from GETIYSBURC is the range of the
smoothbore musket, much shorter than
the rifled musket more common in the
Civil War. This has immediate effects on
tactics, which are accentuated by the for-
mation options available. In addition to
fonning in line or column, units may also
be “unformed.” An unfonned group of
units won’t suffer the negative effects of
disruption, but they neither move as
effectively as a column nor fight as well as
units in line. An example of how a unit
Association strives to position itself as
an oasis of ethics in a turbulent indus-
try, as evidenced by their strong stand
against software piracy. But those lofty
aspirations don’t help the average
gamer to understand where SPA is
coming from when it hands out the
annual "Codies" awards (check out the
SPA winners in our Read. Me section).
In a year with Warcraft II, Steel
Panthers, Battleground: Gettysburg,
Heroes of Might & Magic, and Command
& Conquer, among other strong candi-
dates, the Best Strategy Game Award
from SPA went to the pretty, but ago-
nizingly incomplete design of
Ascendancy. Maybe the judges should
actually play some of the games in the
category before voting next year?
►Maxis has a lot of interesting projects
in the works. SimCity 2000 is going on-
line, with real-time action that lets you
I play cooperatively or competitively.
,SimPark lets you design a national park,
place it anywhere in North America, and fill
jit with the animals you want. No word yet
■on how this game reconciles the Contract
|With America and the Birch Society.
^Pax Imperia II has been delayed until late
jSummer, possibly as late as September. For
’those of you who’ve never had the pleasure
jof playing the original Pax (only on the
•Mac), Pax II looks every bit as grand in
■scope as the venerable Master of Orion,
jbut differently-flavored, with the option of
playing either real-time or turn-based.
►Incredible Simulations next “last stand”
■game, Zuluwar!, will probably be their
;biggest hit yet. Jeff Lapkoff has secured the
■services of Dennis Bishop, who brings both
;a knowledge of history and a background of
■clean, enjoyable wargame designs (Dennis’
■board wargame Like Lions They Fought,
■published in Command magazine, is an
^enjoyable romp through Zululand).
Circle Reader Service #239
STRATEGY/ WAR6 AMES
Obliterate enemy ports
USING NAVAL WARSHIPS
Strongarm Presidents,
Prime Ministers and
Commanders
Assemble squadrons
OF LETHAL AIRCRAFT
T he battle rages on. Two opponents.
Two strategies. The year is 1941 and
the scene is the Pacific. Japanese Zeros
appear on the horizon, marking the _
beginning of World War II. From Pearl f
Harbor to unconditional surrender, this |B
is your battlefield.
PTO II delivers the power to
control this infamous war. With new
technology, faster and better war
machines are at your disposal. Command
the guns of the mighty Missouri, launch
devastating Japanese fighter attacks, or
storm the beaches of Okinawa. India,
Australia, and the east coast of the I
United States mark new regions for
enemy domination. Three campaigns
await the most ambitious of generals
while single-ship engagements St
prepare you for more!
■ Play one of three major campaigns or
seven short scenarios
■ Set your own victory conditions
■ Execute precise military maneuvers
with over 100 unique officers
■ Select from 120 war-
ships, 60 fighters &
bombers, 20 submarines, &
Ly 10 categories of tanks
■ Intercept & decipher
enemy messages using
technologically advanced
weaponry
■ Command forces from 70 strategic
bases around the globe
Available now or coming soon to:
■ Access biographies on WWII's most
legendary heroes
■ Orchestrated game music included on CD
■ One or two player excitement
sjmrnm
IBM CD ROM
Available at your favorite retailers nationwide.
Phone 415/348-0500 for additional information
or to order direct.
KOEI
KOEI Corporation
1350 Bayshore Hwy, Suite 540
Burlingame, CA 94010
PTO II is a trademark ol KOEI Corporation.
Nintendo, Nintendo Entertainment System, and
Microsoft. Microsoft Windows, and the official t
© 1995, 1996 KOEI Corp., All rights reservod.
Circle Reader Service /fill
TERRY COLEMAN
Warcraft ll-Tired of waiting for your
peons to finish work on your much-
needed Gryphon Aviary or other build-
ings? Assign one peon to build the
structure, and then assign other peons
to go to the construction site and begin
“repairing” it. The more peons you
assign to repair duty, the faster the
structure will be built. Soon, as your
army of peons hammer away at the con-
struction site, your anticipated Gryphon
Aviary will spring to life.
Derrick Chin, Fremont, CA
Allied General-Can't seem to get major
victories in the North African Campaign?
You don’t have the time to be as delib-
erate as Monty was historically, so just
build better units. Matilda lls are the
best way to keep the desert sands out
of your shoes; buy at least two, prefer-
ably three, and expect to take a few
losses along the way .-Terry Coleman
might become unformed would be
infantry trying to move through a village
while remaining in line— it simply isn’t
going to happen. Thus, the “unformed"
nile is a good way of simulating the practi-
cal realities of a given situation-making us
grognards happy-while keeping the
games mechanics relatively simple.
Similar methods arc used to model
cavalry charges, a must in any Napoleonic
game. In the movement phase, cavalry
first declares charges. Then the infantry in
its path desperately tries to fonn into
square formation; its success or failure is
based on the unit’s troop quality, already a
cornerstone of the BATTLEGROUND sys-
tem. Then there is the customary defen-
sive fire phase, any enemy cavalry
counter-charge attempts, and then the
charge is resolved during the melee
phase. ‘I he design team is also consider-
ing letting a cavalry unit charge a target
more than one turn’s ride away, provided
it makes all troop quality and morale
checks. Skinnishers likewise depend on
troop quality in order to attempt with-
drawal before melee.
Waterloo has a number of cosmetic
changes to keep the marketing folks
happy as well. The sprites are 50 percent
larger than in GETIYSBURG, and the
Battleview cutaway hexagon view has
never looked better. More importantly,
though, the scenarios have a great deal of
variety and “what-if” scenarios. What if
Grouchy had shown to help Napoleon?
What if Bluchers Pmssians had arrived
later, earlier, or not at all? Mow would
Wellington’s reverse-slope defense have
fared if the French had attacked over a dry'
field in the morning, instead of a morass
of mud in the afternoon?
BG: Waterloo's competition comes
mainly from the Old Guard of Avalon
Hill, whose Waterloo board game is being
convertcd-1960s ailes intact— to a ‘90s
PC palate (see last month’s “19th Century'
Warfare” feature for details). While you’re
waiting for AH orTalonsoft to meet their
Waterloo, you might check out
Napoleon toe Emperor, a Windows
turn-based game by Reality Engine
Computer Games. It looks a lot like
Battles of Napoleon, but is even sim-
pler to play. Essentially, you choose a for-
mation, give it an order, do the same with
your other units, and execute your grand
strategy by ending the turn. Since the Al
has a limited amount of things to keep up
with, it isn’t bad. All in all, the game is a lot
like Sw'fle’s GltIYSBURG game, without
the arcade-ish artillery of that game. 'Hie
shareware version of Napoleon toe
Emperor is available on CCWsZiffNct
forum, or you can order the registered ver-
sion by calling 800-2424-PsL - or 713-524-
6394, or by FAX to 713-524-6398 or by
CompuServe e-mail to 71355,470.
If this “Napoleonic maneuver”
becomes a trend in this industry, I’ll be
among the first to cheer. For now, though,
I’ll he satisfied if the games just get
released with no cute robots, arcade curi-
assers, or bad voice-overacting in Pidgin
French. Until next time, Happy
Hougomont.c
Circle Reader Service #239
STRATEGY/WARGAMES
STRATEGY/WARGAMES
SHEAR PREVIEW • MISSION FORCE: CYBERSTORM
A Universe of
Possibilities
The Spacelanes Will Soon Be Overrun With Bioderms and HERCs
by Scott May
f SNEAK
.'PREVIEW
GAME STILL IN DEVELOPMENT
ybrid games can be a curi-
I ous, adventuresome experi-
I cnee, sort of like ordering
I food at a strange Chinese
I restaurant: take one item
I from column A, another
I from column B, and so on.
I 'lire result can be either
I delightfully delicious or
I completely unpalatable.
Happily, Siena’s MlSSIONFORCE:
CYBERSTORM falls squarely into the first
category— a tasty blend of strategy, role-
playing, arcade and miniature board gam-
ing.
Viewed from a distance, this Windows
95 game is far from original, borrowing
elements of titles both past (Infogamc’s
1990 sleeper, FULL METAL PlANRT) and
present (Activision’s M ECU Warrior 2).
The key difference is style and delivery',
qualities Cyberstorm has in abundance,
'loss in some cutting-edge bells and whis-
tles — in the fomi of modem, network and
Internet multiplayer options— and the
f HEX MARKS THE SPOT Some of Cyberstorm’s strengths are
its many units, intuitive hex-based battlefield and a straight-
forward interface.
game stands tall on its
own merits.
You begin the game
as a lowly ensign, fresh
out of the training
academy, assigned to
an off-world military
command post. Your
employer, a faceless
and no-nonsense cor-
poration called
UNitech, doesn't pull
punches when it
comes to your chances
for survival. In the
opening sequence, the
company is brutally frank to new recruits:
“UNitech doesn’t give a damn about
you,” the directive reads. “If you screw- up,
we ll strand you on a barren moon some-
where with a beacon strapped around
your neck guaranteed to attract every
Cybrid in the sector." Kinda gives you a
warm, fuzzy feeling, doesn’t it?
Cybrids, as you may have gathered, are
the enemy— a hostile race of mechanized
warriors whose territorial aggression is
matched only by their ingenuity in battle.
UNI tech’s weapons against the Cybrids
are a fleet of more than 25 HERCs (mas-
sive, building-sized robot tanks), fully
adaptable to each mission’s terrain type,
offensive goals and defensive require-
ments. Because human physiology has
failed to keep pace with machine technol-
ogy, UNitech created artificial beings,
called Bioderms, which arc directly linked
to the HERCs, yet remain under your
control.
Your task is to create unique Bioderms
from the genetic ingredients available to
you at the MERC command center, inte-
grate them with the machines, and over-
see each missions operations. First, visit
the BioVat to cook up a suitable Biodcnn,
rated in attributes such as piloting,
weapons skills, health, age, genetic stabili-
ty, leadership and tech level. These bio-
mechanical marvels arc created from a
Base Genetic Matrix (BCM) pool, cloned
from the DNA of history’s greatest leaders.
The further you advance in the game, the
more pow erful BG.V1 models you can
access.
Next, stop by the VR Training facility to
enhance your Biodenn’s initial qualities.
I he more powerful and experienced a
Biodenn becomes, the higher up the
genetic ladder it climbs. Advanced
Biodcnn classifications, each containing a
five-tier sub-ranking, include Protoderm,
Cytodenn, Plastoderm, Ccnodenn and
Metaderm.
Finally, you must link Bioderm pilots
with the I lERCs, which in turn can be
customized for the mission at hand. Care
for wounded Bioderms at the MedVat,
where you can regenerate, stabilize or
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charge. But unlike any God game you’ve ever played, or even seen before, Destiny
allows you to walk among your
subjects in a 3-D world. Now you
can strategize like a real general
-- hide your troops behind a hill
and take the enemy by surprise!
With Destiny, you don’t have to
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© 1996 Interactive Magic. All rights reserved.
Circle Reader Service if 106
STRATEGY/ WARG AMES
SMEAR PREVIEW • MISSION FORCE: CYBERSTORM
►TRY ON SOME GENES Screw the pilots union— cook up your
own synthetic pilots and train them the way you want them in
the Bioderm lab.
detox damaged pilots. 1 f your alter egos the
are beyond hope or disappointingly inept,
you can recycle them back into protoplas-
mic soup, regaining a fraction of your ini-
tial credit investment.
All of this high-tech outfitting takes
money, of which you have little. You begin
with 10,000 credits, and additional credits
and bonuses are awarded based on mis-
Biodenns, which further limits
your abilities. Take heart, however;
the early missions are relatively
easy, allowing you to quickly
advance in rank, build resources
and expand your military reach. As
expected, when you progress fur-
ther, the difficulty of your tasks and
the rewards increase proportionally.
When you’re not blasting Cybrids,
most missions allow you to earn
credits mining ore, a task that harks
back to the HERCs’ non-military
origins.
CYBERSTORM defaults to one-
player, single mission mode with
four possible skill levels. Drop by
the HERC centers Comm facility to
choose from available missions at your
present level of command. Tutorials pro-
vide hands-on training in managing
resources, selecting missions and control-
ling battlefield forces. You can also
embark on a career, where the goal is to
rise through the ranks, build a fleet of
sophisticated HERCs and a roster of
sion success and overall performance.
Ensigns arc also restricted to owning no
more than three HERCs and three
T he Cyberstorm universe comprises three
major star systems: Paracelsus (your starting
point), lonis and M138, each containing a
multiple array of planets. You must complete
all required planetary missions before advancing to the
next system. Mission types fall into three categories:
Reconnaissance, Mining and Military. In Recon, your goal
is to map unknown terrain and any Cybrid presence.
Mining expeditions require that you gather a specified per-
centage of ore, while repelling Cybrid interference. Military
missions can be either defensive (protecting a HERC
installation) or offensive (search and destroy Cybrid facili-
ties or forces). The final mission in each star system-
termed Elite Military— is to destroy the Cybrid home base.
As HERC commander; you could wage a straight
.march through each star system’s mission lineup. A
more lucrative— and dangerous— strategy is to stick
around to replay the planetary missions dozens, or con-
ceivably even hundreds, of times. Boring? Not a chance,
thanks to the program’s random mission generator, which
ensures different terrain, battlefield layout and Cybrid
forces every time you play. The advantage of prolonged
service in a single star system is to continue earning
credits, building your HERC and Bioderm forces, and
advancing in rank. The disadvantage is that the more mis-
sions you complete and the more Cybrids you defeat, the
more difficult each regenerated mission becomes.
experienced Biodenns.
Missions unfold on a four-way scrolling
planetary map, its surface patterned by a
traditional hexagonal grid. Though
viewed primarily from an overhead per-
spective, the varied terrain, outposts, ships
and HERCs are rendered in vivid, ani-
mated 3-D, like a miniatures game
brought to life. Map controls let you rotate
the playing field, zoom in for tactical bat-
tles, and zoom out for a broad strategic
overview. Unless otherwise specified (in
the game’s extensive preference menu),
the game plays in tum-based combat. A
HERCs movement per turn is limited to
the energy generated by its reactor.
Simply plot a path with one mouse click,
note the potential drain on your energy
resources, and click again to set the
HERC in motion. Direct your forces
toward a common goal, or split them up
to perfonu different tasks simultaneously.
Both movement and combat can take
place in the same turn. Tire fire menu lets
you individually select which weapon sys-
tems are active during combat. Some
weapons, such as lasers and missiles,
require reloading after each firing, which
calls into play important tactical decisions.
The game features a massive number of
weapon upgrades, incrementally offered
as you rise higher in rank. The probability
of a hit is displayed before firing, based on
your pilot's skill level, distance, line of fire
and selected weapon. Another fascinating
aspect of combat is precise control of
each ITERC’s defensive shields. You begin
with equal deployment along the six-sided
hex outline, but can quickly redistribute
power to the side from which you're cur-
rently taking a pounding. Damage reports
and internal systems monitoring is avail-
able throughout the mission.
Overall, battlefield controls are straight-
forward and easily mastered, thanks to
onscreen help and an intuitive screen lay-
out. This is a dark and moody game, filled
with sparse but ambient sound effects,
voice-overs and a dramatic cinematic
music. Arcade lovers may initially dislike
the game’s slow, deliberate pace or its lack
of in-your-face mech action. But once the
strategic and tactical nuances take hold,
they’ll discover a game that offers much
deeper rewards.
The beta preview copy ran slow as
cybersnails, even on a PCI-equipped
Pentium 90 system with 16 MB of RAM
and a quad-speed CD-ROM drive
(excessive overhead for what is essentially
a strategy game). At the time of this writ-
ing, minimum hardware requirements
were not yet available, but judging by the
game’s pre-release perfonnance, it’s safe
to say that anyone at the low end of the
system scale— 486/DX2 66 MHz with 8
MB of RANT — will face constant frustra-
tion. The product’s multiplayer options—
modem, network and Internet connec-
tions — could not be tested, but seem
almost certain to cause further perfor-
mance degradation, even on high-end
gaming systems. Hopefully, Sierra will
iron out these problems in the final
release. Anyone remember “Outpost?”
‘Nuff said. But if the designers stay on
track, and fix some niggling system
requirement problems, then
MissionForce: Cyberstorm has the
potential to become a major crossover hit,
appealing to both veteran strategy gamers
and today’s mech-obsessed action crowd.%
A
HAY 1996
Download the Demo
http://www.retorntire.com
Don't just stand there.
Return Fire on PlayStation.
Saturn and Windows Si
Destroy. Destroy. Destroy.
[AG. YOU'RE DEAD
Your front line looks like Swiss cheese,
and your tank's in flames. If you
don't retreat and regroup, the flag's
going to fall. And you’re gonna
- ' get tagged.
In Return Fire, firepower
is key, but strategy
^ is what keeps you
"W f' r alive. From heli-
J copters that make Apaches
look like Pocahontas, to
— tanks straight out of your
worst nightmares, your mission
is to disable enemy forces, blow your
way into hostile territory and retrieve
the flag with a ground-pounding jeep.
But this is no one-sided kill-test.
Your enemy is in your face trying to
do the same thing to you.
With superb overall detail,
major multimedia video, and a
killer stereo soundtrack, Return
Fire is an all-out firelight that
keeps you thinking all the time But
don’t think too long. Because there’s
a battalion of bad guys just looking to
put the tag on you.
Take it before they do.
DEADLOCK
Seven desperate species are locked in a fierce struggle to conquer a
precious world. With life itself in the balance, one goal drives them all.
Take the world by whatever means necessary. Or perish.
DEADLOCK
An intense strategic simulation within a richly-detailed 3D environment.
Conquer your world alone or crush up to six human opponents in real-time
Internet, local area network, modem, or e-mail play.
DEADLOCK
It's your turn. Take it.
Look for the Deadlock playable demo in select magazines or online at
http://www.accolade.com
"A Solid multi-player
game fest.”
—Computer Gaming World
"Multi-player, city building, land
exploring, alien busting fun."
—Strategy Plus
"Absorbing gameplay...the best visuals
and sound effects that today’s
technology offers.”
—Next Generation
For Windows 95 and
Windows 3.1 CD-ROM
v rroi \r%wz
m-UU LTUIL
Call 1-800-245-7744 to order, or for more information.
Deadlock is a a trademark of Accolade, Inc. ©1996 Accolade, all rights reserved
Circle Reader Service H42
RP
'jv;
iMriTitm
STRATEGY/ WARG AMES
REVIEW ’ SPACE BUCKS
Price: $54.95
System Requirements:
Windows 3.1 or 95,
486-33 or better, 8 MB
RAM, SVGA graphics,
hard drive space, 2x
CD-ROM drive, mouse;
supports SoundBlaster
and Windows compati-
ble sound cards
# of Players: 1
Protection: None (CD
must be in drive)
Designer: David Lester
Publisher: Sierra
Bellevue, WA
206-649-9800
ReadBr Service #: 329
Space Bust?
A Galactic Enterprise That Doesn’t Quite Lift Off
by Martin E. Cirulis
all me a hopeless optimist, or
just a geek who hasn’t accept-
ed the fact that humanity’s
reach for the stars stalled
nearly 30 years ago on the
moon’s pocked face; but for
me, a future in space means
endless opportunities and sur-
prises. This feeling pervades
most of what 1 write, and
even colors my thoughts on game design
to the point that when I pick up a game
with a science fiction twist, I hope to find
a little more between the bits than 1 nor-
mally would from an analogous modem
or historical game. Unfortunately, my
high hopes for SF titles have brought me
disappointment more than once, and I’m
afraid this newest outing into the depths
of space is less than stellar. What we have
is another “Buck" tycoon game from
Imprcssions/Sicrra — and, while SPACE
Bucks has the look and feel of a top-
notch SF game, it takes very little scratch-
ing to find a simulation simple and repeti-
tive enough to make TRANSPORT TYCOON
seem like CAPITALISM.
SPACE MERCHANT PRINCE
Although nowhere in the
game is there an acknowl-
edgment to The Old
Master, the initial premise of
SPACE Bl JCKS (SB) is remi-
niscent of the Merchant
Prince section of Isaac
Asimovs Foundation saga.
Here you are, a young entre-
preneur from a culture just
clawing its way back from
an interstellar Dark Age,
and commerce seems like
just the thing to get the lost
colonics of the galaxy back
on speaking terms. The
twist here is that you arc not
alone in this galaxy, as the good ol’
humans must compete against the com-
panies of four alien neighbors.
Each game starts in a random galaxy of
over a hundred stars. SB assumes each
star consists of a single planet, inhabited
by one of the five galactic races and offer-
ing at least two of the four basic trade
commodities of the Galaxy; Passengers,
Food, Ore and Fuel. The amount of these
trade commodities is low on undeveloped
worlds and gets higher as you ascend the
six levels of the socio-economic scale.
You begin the game with a single star-
port on your homcworld and a single tiny
starship. In order to expand, you must
negotiate with neighboring worlds for
exclusive rights to build a starport. The
prices vary. Less developed worlds will
gladly take a small quarterly fee, while
well-developed worlds will often demand
big payments to get at their impressive
output, as well as costly favors like restau-
rants or even sport arenas. And if it wasn’t
difficult enough to balance the cost of
landing rights against possible income,
there is also the danger of becoming
involved in an expensive bidding war if
you bid on a world near a competitor’s
trade lanes.
I aickily, you can create industries on
these worlds that will produce more valu-
able cargoes. Fuel becomes chemicals,
ore can be processed into metals, and
each race has a special Cood it can pro-
duce that really rakes in the profit if you
can find another world interested in it.
From Sumter to Appomattox
FATEFUL LIGHTNING
2 CD’s
Strategy Game plus Historical Multimedia CD witl
"...the only strategic-level
Civil War game worth playing."
-Computer Gaming World
CD-quality soundtrack!
PC CD-ROM
Its 1861 and the nation is divided against itself. Brother
against brother. Father against son. You stand at the brink of
one of the greatest apocalypse, the American Civil War.
Confederate or Union, history buff or strategic gaming fan,
with its great attention to detail and dead-on realism, American
Civil War is the choice for anyone ready to face the challenge of
refighting, and rethinking, the most devastating war in
American history.
Play American Civil War, From Sumter to Appomattox
- all the decisions are yours!
Strategy Game
91 Play the entire Civil War, Union or Confederate
- or enter the war in the spring of 1862 or 1863.
■
te' V'
:\maamsassasm
FuL' l.-
H Choose from various political and military victory options.
H Recruit and organize your own Divisions, Corps, or Armies.
Bonus CD! Narrated Historical Multimedia CD
W Review the War through narrative text, interactive maps, color
graphics, and recordings.
M Watch exciting video clips of recent battle reenactments.
■ Listen to the songbook including history and lyrics
representing famous songs of the period or play as a separate
audio-only CD soundtrack.
Look for the
AMERICAN CIVIL WAR Demo
on our web site!
www.imagicgames.com
Circle Reader Service if 108
Designed by: Frank Hunter
Published By:
CO 19% Interactive Magic
To order call: 1-888-546-2442 (North America only) or 919-461-0722
STRATEGY/ WAR6AMES
REVIEW • SPACE BUCKS
USELESS GADGETS The ship customization is cool but not
very useful; you don't really need weapons or shields
because pirates hardly ever attack.
And this brings us to the whole money-
making process of SB: moving cargoes
from supply worlds to consumer worlds
by creating trade routes for your ships to
follow. A few clicks of the mouse pro-
duces a loop for a ship to travel; a few
more give precise commands for what to
pick up and deliver at each world.
Of course, what would a transport
empire stretching across the stars be with-
out the starships to do the work? In SPACE
BUCKS, players get to choose ready-made
ships or design their own based on six
hulls of varying cargo capacity and three
other components: Engines, Shields and
Weapons. All ships require an engine, but
shields and weapons are optional and use-
ful only in the (rare) event of a pirate
attack. While all hull sizes arc available
from the outset, the three additional com-
ponents slide slowly up a six-tiered tech-
nolog)' scale whose development is out-
side the players control. Since this is basi-
cally a transportation game, engine
improvements that increase a ship’s speed
and range should be coveted; the more
worlds a ship can serve in one fiscal quar-
ter, the more profits it can reap.
Amidst the trade routes, there arc the
usual assortment of random mishaps to
plague you. Also, if the player chooses, the
spaceways can be enlivened by espionage
attacks, which range from making a rival’s
world break its charter, to inducing pirates
to attack competitors. The traditional pals
of the Tycoon gamer, the dreaded bank
and the lovable stock market, also make
an appearance in SB, though in pretty
basic fonns.
With all this, you’d think that all SB
needed was a little style to put the compo-
nents together to create a game the equal
of Air Bucks. Well...
"WHERE'S THE CONGEALED-
PROTEIN-SUBSTITUTE?"
What bothers me the most about
SPACE Bucks is the fact that it will proba-
bly get a number of glowing reviews based
on how good it looks and feels for the first
couple of hours: the SVGA graphics are
sharp and imaginative; the alien races are
interesting; the random map and large
numbers of worlds seem to offer extensive
replayability; the ship building system
appears to have all the traits you’d find in
a fancy spaceploitation strategy game; and
most importantly, Space Bucks is a child
of the very successful Air Bucks.
Despite all this, if you play further into
the game, you find it devoid of the quality
you’d expect from a sci-fi Tycoon game.
The alien races have very little impact on
the game and 1 would hazard that it
makes no difference at all which one you
choose to play. The ship designs are inter-
esting but, except for cargo-size and
engine speed, the variations are irrelevant
(even the computer rarely amis or shields
its ships). Space Bucks also display's
either a gameplay “bug” or the worst A1
cheating I have seen in recent years. It is
so blatant, that in a game where your prof-
its are supposedly proportional to your
fleet, a computer player can lose every
ship and still somehow gain money!
Even worse, though, is the game
design itself. It seems to me that a game
about building a Galactic shipping
empire should be more interesting than
terrestrial commerce, not less — SPACE
Bucks is so basic that each planet is less
interesting than the smallest towns in
RailRoad TYCOON. Even the sense of
direct competition with your computer-
ized companies is mostly lost by the fact
that only one company may operate from
a planet at a time. With no real contact
between the companies, there is no need
to w'orry about such important business
concepts as advertising, service quality or
even ticket prices. And what about taking
advantage of the galactic venue? Instead
of predictable random events like meteor
swamis or earthquakes, why didn’t the
designers think about the subject matter
and plague our companies with outbreaks
of war or strange alien viruses? I’m afraid
SB has very little to do with its fine Airline
predecessor, and far more to do with the
same mediocrity that created the lamen-
table Powerhouse.
If you love to create ornate moving
sculptures that generate endless money
but do very little else interesting, then
SPACE Bucks will have some appeal for
you. Set at its hardest level, the game
offers two or three hours of challenge
before your empire grows to the point that
nothing can really harm it and you simply
sit around absorbing planets from your
competitors and doing more and more
unwieldy upgrades to your entire fleet.
Other than that, it is pretty to look at, but
definitely no AlR BUCKS in Space.
►APPEAL: Gamers looking for a
great-looking first few hours will have
fun, but not those desiring extended
gameplay.
►PROS: Good-looking introductory
Tycoon game.
►CONS: Uninspired jQRjfi-..
design, simplistic [nffiSiH
modeling, dubious Al ^ C
“advantages” and
very short-term chal- ^
lenge make this pHSHRSI
game an “also ran” 1 1 1 j |3 I ]
in the space race.
CG
MAY 1996
Prepare for the
Assault-We descend
upon them with Fire!
An action-packed multimedia
gaming experience.
In the grim darkness of the far future
there is only war!
WORKSHOP
http://www.mindscape.com
Copyrigtil 01996 Games Workshop Ltd and Mindscape. AD tights tesetved. Waihammei and the Games
Woikshop logo ate registered trademarks ol Games Workshop Ltd. Oark Crusadeis is a trademark ol
Games Wotkshop. Ltd. Mindscape s a registered trademark, and its logo is a trademark ol Mindscape. Inc.
Circle Reader Service H 132
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Kingdom of Drakkar
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• Electronic Mail-send and receive
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1994 MPG-NET, Inc. Multi-player
Games Network and MPG-NET are
service marks of MPG-NET, Inc. The
Kingdom of Drakkar is a trademark of
Drakkar Corp. Empire Builder is a
trademark of Mayfair Games, Inc.
Operation Market-Garden and Star
Cruiser are trademarks of GDW
Games, Inc. Fiefquest and Warlords
of the Apocalypse are trademarks of
the Dreamers Guild. All other brand
and product names are trademarks or
registered trademarks of their
respective holders.
Your Multi-Player Games Network '
Circle Reader Service If 135
sang _ . i
BssiUse&flfisuaUiai inMu!Uw.e.4t
A Passion for Art: Renoir, Cezanne.
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Corfais Corporation - Hf/iraer
Charlton Heston's
Voyage Through The Bible
Jones Interactive.lnt.- Frnsk
Best Use of Music or Sound in Multimedia
Juilliard Music Adventure
Ttieatrin Interactive, Inc. - Wmet
Best Overall Multimedia Production
A Passion for Art: Renoir, Cezanne,
Matisse and Dr. Barnes
Corttis Corporation - Rnoftf
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Best Home teaming Program tot Children
Get Ready for School Charlie Brown!
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Juilliard Music Adventure
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SOFTWARI
OF 1996 /
Tlie following software lilies are finalisi
winners of the prestigious Codie Aware
Best Text ot Graphics Software Program
trueSpace2
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Best Early Childhood (K-31
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Dumptz Science Carnival
Theatiix Interactive, Inc. - Hank
Snoolz Math Trek
iheatrix Interactive, Inc,- fiialist
My Make Believe Castle
[{St -toil!
Best Horn? Learning Program forAdoleSCtt
Lost Mind of Dr. Brain
Siena On-line. In;.- Wmt
One Small Square: Backyard
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Best Home Learning Ptoatam For Adults
Nile: Passage to Egypt
Discovery Channel Multimedia - Winner
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Phantasmagoria
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IndyCar Racing II
PapyrusDeshjn Gmup,lnc./Slerra On-lir
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WHAT’S«YOUR
favorite
1 NEW FEATURE?
I have to confess: ^
My favorite is the automatic
CD-Player. Whenever I pop in a
music CD now, Windows® just
plays it. I don’t have to fuss around
with launching a program to do it.
The CD Player does allow me to
program the running order and
skip tracks I don’t want to hear.
And the system remembers
it every time.
Design ed for \
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Microsoft, Windows, and the Windows logo are registered trademarks of Microsoft Corporation.
SOFTWARE
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OFTWARI
Y THAT FLOPPY.™
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THE MARKETPLACE
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$25 Disk 4: Patton in North Africa $25 Disk 5: Guadalcanal/Tarawa $25 Disk 6: Stalingrad Campaign
$25 Disk 9: Marshalls/Marianas $25 Disk 11: N. African Campaign $35 Disk 20: Barbarossa Campaign
$39 Steel Panthers $39 WCS3: Rifles $42 Allied General $45 Silent Hunter $42 Panthers-Shadows
$42 DDay America Invades $48 SU-27 Flanker $46 Battle: Getty. $46 Battle: Ardennes $30 Road Sumler-App.
$ 1 5 Battles of Napoleon $ 1 5 Gettysburg $ 1 5 Warship $20 Defend Alamo $42 Tigers on the Prowl
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We Buy & Sell New & Used IBM Games & Hintbooks
Top Dollar paid for newer games. Check or 10% more for
credit usually processed in just 1-2 days. Our Used games
have boxes disks & manuals more in stock call for prices:
Absolute Zero CD
$30
Mechwarrior 2 CD
$34
Aces of the Deep
$20
Mission Critical CD
$26
Aces of the Pacific
$15
Nascar Racing CD
$34
Alone in Dark 2 CD
$23
NBA Live 95 CD
$28
Alone Dark 3 CD
$28
NHL Hockey 95 CD
$28
Arena Elder Scroll
$22
Outpost CD
$15
Ascendancy CD
$33
Phantasmagoria CD
$36
Battle Beast CD
$22
Primal Rage CD
$35
Caesar 2 CD
$32
Ravenloft CD
$20
Comnd&Conquer
$36
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$20
Dark Forces CD
$28
Sam & Max CD
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Descent CD
$22
Savage Warrior CD
$30
The Dig CD
$33
Shivers CD
330
Dragon Lore CD
$24
Sim City
S16
EF2000 CD
$37
Space Quest 6 CD
$32
Earthsiege CD
$30
Star Trek Final Unity
$37
Fade to Black CD
$33
Stonekeep CD
$35
Fifa 96 CD
$29
System Shock
S15
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$15
TankComnder CD
$30
Frt Pg Sp Ftbl 95
$25
Tie Fighter
$20
Full Throttle CD
$29
Transport Tycoon
$24
Hardball 5 CD
$30
Voyuer CD
$28
The Hive CD
$37
Warcraft CD
$25
Lands of Lore CD
$18
Witchaven CD
S30
MS Flight Sim 5.0
$23
Wing Comder 3 CD
533
For details or to order Call ® 1-800-525-GAME
Free UPS Shipping with purchase of $75 or more
Visa, MC, Discover, Cashier Check, Money Order accepted
Shipping UPS S5, Overnight S9 COD available S10
All gamos must have original boxes, disks & manuals (NO COPIES) in good
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al your expense $5 ups per box. Prices Subject to change & Availability.
GOOD NEWS .
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mrsA
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COMPUTER
GAMING WORLD
175,000
Volume
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Each Buying an
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Put the power of this
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your answers lo Ihe seven research questions. Ihe ads or articles you'd I ike more inlormalion about. Ihe advertiser free of charge. |
Void after August 31, 1996
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1. What Is Ihehighest level ol education that
03. □ Amiga
04. □ Dedicated game machine
05. □ None
Oi.DI
Intel, what level? (Check one only)
4. Do you own (or plan lo buy In ncit 6 months)
a CD-ROM? (Check one only)
01. □ Own
02. □ Plan to buy (6 months)
often do you us
ck one only)
)nce a week
01.0 Or
02. 0 Once every two to thi
03. DOnce a month
04. □ Once every two to three months
05. □ Once every tour to six months
06. DOnce a year
6. Where are you most likely to purchase games?
(Check all that apply)
01. □ Independent computer store 04. □ Computer store chain
02. □ Consumer electronic store 05. □ Direct trom vendor
03. □ Mass merchandising store 06. □ Mail order
7. What is your (and others In household) lavorite type
of game? (Check one in each column)
01. Strategy
02. War/Military
03. Role Playing
04. Brain Teasers
05. Card
06. Sport
07. Action/Arcade
OS. Educational
09. Adventure
Name
i
CGW 5/96-4
■ ■ . ■ ■ 1
Title
1
Telephone
1
Company Name
1 M 1 1
Address
1 1 1 1 . 1 1 1 1 1 1 1
City
1
State
Zip
_J
4. □ Please send me a one-year (12-issue) subscription lo Computer Gaming World for S27.94
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►FREE
ADVERTISER INDEX
{►FREE
R.S. If
COMPANY
PRODUCT
PAGE
| R.S. #
COMPANY
PRODUCT
PAGE
268
20th Centuiy Fox Entertainment
Die Hard (On CD-Rorn)
90
72
Media Wave
Mailorder
236
246
Access Software
'Hie Pandora Directive
124
71
Media Wave
Wanted
228
65
Acclaim
RiscII
177
230
Megamedia Coq>.
Mega Pak Volume 5
102
40
Accolade
HardBall 5
174-175
125
Mcgatech Software
Power Dolls
110
42
Accolade
Deadlock
216-217
126
Microforum
Huygens Disclosure
134
291
Accolade
POed
194-195
214
MicroProse
Master of Orion 11
79
4
.Acer America Corporation
Aspire
81
215
MicroProse
Magic The Catlrering
71
77
ACT Laboratories
Psycho Pad
107
123
MicroProse
Civilization II
154-155
58
Activision
Time Commando
151
Microsoft Corporation
SldeWinder
10.11
41
Activision
Mcchwanior2: Mercenaries
163
Microsoft Corporation
Windows "95
69
39
Activision
Hypcrblade
43
129
Military Simulations, Inc.
Fighting Falcons
206
97
■Activision
Zork Nemesis
23-25
132
Mindscape
Dark Crusader-Warhammer 40K
221
245
ActSoft, Inc.
Mail Order Products
232
99
Mission Control
Mail Order Products
240-241
261
/American Power Conversion
Back-UPS Pro
51
135
MPG-NEL
Multi-Player Carnes
222-223
265
Blizzard Entertainment
AVarCraftll
47
113
NECTechnologics
Pedestals
4,5
75
Bunge Software
Marathon 2
15
137
NevvAVorld Computing
Chaos Overlords
44-45
55
Capcom
Rc.l
188-189
136
NevvWorld Computing
Heroes of Might &• Magic
75
60
Cl 1 Products
F-16 Series Controllers
101
219
NovastarGame Company
AVargames
228
68
Chips & Bits
Mail Order Products
95-99
146
ORIGIN Systems, Inc.
Wing Commander IV
29-31
47
Cliips&Bits
Shiloh
121
139
ORIGIN Systems, Inc.
AH-64D Longbow
C6
46
Chips & Bits
Playstation Products
197
145
ORIGIN Systems, Inc.
Wing Commander 111
180
61
Chips &• Bits
Board Games &’ Role Haying Games
235
143
Philips Media
Gear Heads
65
45
Cliips&Bits
Budget Software
237
147
Philips Media
The DameAVas Loaded
113
195
Cirips & Bits
Mail Order Adult
239
293
Piranha Interactive Publishing
Majestic
16
74
Computer Express
Mail Order Products
114-115
280
Playmates Interactive Enter.
Into tlie Void
108-109
297
Com|xiterLife
Find Out
128
282
Playmates Interactive Filter.
Batttle Arena Toshinden
153
78
Creative Labs
Soundcards
201
283
Playmates Interactive Enter.
Earthworm jim PC 1&2
37
79
Creative labs
8xKits
203
277
PSINet
Pipeline USA
130
49
Diamond Multimedia Systems, Inc.
Diamond Products-A'lsual Computing
146-147
148
Pulse Entertainment
Bad Mojo
55
49
Diamond Multimedia Systems, Inc.
Diamond Products-Commiinications
148-149
177
R&C Carnes
Used Came Software
228
170
Discover Communications, Inc.
DiscoveryCD-Rom
169
151
SanctuaryWoods
Orion Burger
166
210
Domark Software
Total Mayhem
56-57
228
Sierra On-line
Silent Thunder
198
4
EpicMegaCames, Inc.
Extreme Pinball
13
155
Siena On-Line
EarthSiege2
179
92
Falcon-Northwest
Falcon MACHV
234
153
Sierra On-Line
Shivers
87,89,91
70
FormGen,Inc.
DukeNukem3D
1
252
Simon & Schuster
StarTrek-Klingon
132
247
FomiGen,lnc.
Xenopliage
53
163
Sir-Tech
Wizardry Gold
61
43
FomiCen,lnc.
ShadowAVarrior
159
162
Sir-Tech
Jagged Alliance Deadly Games
131
84
Forte Teclinologies
VFX1 Headgear
2,3
164
Sir-Tech
Shadows Over Rivn
133
93
Gamer’s Gold
Mail Order Products
238
166
Sir-Tech
Nemesis a A\ ; izardry Adv.
135
234
Gametek
MicroMachincTurlx) Tournament
142
4
SPA
Win Tire Winners! Sweepstakes
224
235
Gametek
War College
62
160
Spectrum Holobyte
Top Gun
137
295
Gateway 2000
Destination
83-86
159
Stereo Graphics
SimulcyesWGoggles
105
73
Gokfl ree Enterprises
Cylindris
88
209'
Strategic Simulations, Inc.
Fantasy General
117
4
Grolier Interactive
Greg Nonnan Golf
170
208
Strategic Simulations, Inc.
SU-27
127
224
Hayes Microcomputer Prod.
Accura 288 DSVD Modem
92
4
SyncronysSoftcoqr
SoftRam
232
217
PMotion
A'’ittualCIiess
139
211
TAC Systems
Joystick Gun
16S
103
P. Motion
Knight sCliase
41
167
The Avalon Hill Game Co
AAhoden Sliips &• Iron Men
21
4
Intel Coip.
Pentium Overdrive Product
27
161
ThrustMaster.inc.
F-16 FLCS &• F-16TQS
205
201
Interact Accessories, Inc.
INTERACT’ PC Game
C5
121
'IhunderSeatTeclinologies
TluinderScat
164
106
Interactive Mage
Destiny
213
250
Time AVanier Interactive
Return Fire
215
107
Interactive Magic
Capitalism
123
222
UBI Soft, Inc.
Rayrnan
157
108
Interactiv e Magic
American Civil War
219
194
United CD-Rom
Mail Order Prrxluets
233
58
Interplay Productions, Inc.
Soccer
173
80
Velocity Development
Strife
165
63
Interplay Productions, Inc.
Conquest
34-35
180
VicTokai, hie.
Deadline
208
66
Interplay Productions, Inc.
Descent 11
145
239
Virgin Interactive Entertain.
Toonstiuck
209,211
111
KOEI
FLO 2
210
181
Virgin interactive Entertain.
Command &■ ConqnerCovcrt Ops
38-38
86
legend'RandomSoft
Mission Critical
184-185
275
Virtual I/O
i glasses
8,9
186
looking ClassTechnologies
Terra Nova
77
133
AVorid Wide Gaming, Inc.
Suzerainty
73
116
LucavArts Entertain.
'lire Dig
140-141
299
Matrix Entertainment
Cyhcria2
161
117
LucasArts Entertain.
Indy Desktop
172
290
ZD Net
ZD NET
126
118
hrcavArts Entertain.
Afterlife
17-19
255
Maxis
Mindvvaqr Teaser
119
’Pleasesee achvitvxment [nr contact information
HOT
GAMES
$39.95
$33.95
$29.95
$18.95
$36.95
$35.95
21 AND OVER
Mech Warrior 2
Myst
Sim City 2000
PGA Tour 96
Sey More Butts 2
Vampires Kiss
Intimate Possibilities
Latex
Virtual Sex Shoot
$36.95 1
$32.95
$34.95 1
$35.95 |
$34.95 1
Crusader No Remorse
$34.95
Dream Machine
$31.95 |
Indy Car Racing 2
$37.95
Net Erotique
$31.95 1
Jagged Alliance
$28.95
Porno Poker
$34.95
Aces of Deep
$20.95
Virtually Yours 2
$31.95
Lords of the Realm
$18.95
Virtual Sex
$34.95
Waraaft 2
$41.95
Deep Throat Girls 4
$27.95 :
Psychic Detective
$37.95
Space Sirens
$31.95 1
NBA Live 96
$40.95
You're the Director
$27.95
Destruction Derby
$41.95
Night Watch 2
$28.95
Buried In Time
$36.95
Chameleons
$34.95
System Shock
$14.95
Sorority Sex Kittens
$34.95
$16.95
Virgins 3
$31.95
Phantasmagoria
$42.95
Hot Leather
$27.95 !
Need For Speed
$39.95
21 & OVER BUNDLES
Mortal Kombat 2
$27.95
Seymore Six Pack
$38.95
Great Naval Battles 3
$17.95
Deep Throat Girls 1-4
$35.95
Falcon 3.0
$18.95
New Machine Six Pack 1 or
2 $35.95
Even More Incredible Machine
$18.95
Platinum Six Pack
$35.95
S.W.A.T. Police Quest
$41.95
Sexy Six Pack
$36.95 :
Shivers
$36.95
Glowing Icon 4cd Bundle
$31.95
Relentless
$31.95
Bacchus Bundle
$35.95 |
s oe m m m
OVER 300
ADULT TITLES
SIEGEL V. SYNCRONYS, et al.
Case No. 95 CH 12257
SUMMARY NOTICE OF
CLASS ACTION AND
PROPOSED SETTLEMENT
TO: ALL PERSONS WHO PURCHASED
SOFTRAM OR SOFTRAM95
The purpose of this summary notice is to inform all
Class Members of the proposed settlement of the
lawsuit brought against Syncronys Softcorp. in the
Circuit Court of Cook County, Illinois. As explained in
detail in a notice of class action and proposed settle-
ment which will be distributed by mail (the “Mailed
Notice”), if you purchased SoftRAM or SoftRAM95 on
or before March 15, 1996, you are a member of the
Settlement Class and your rights will be affected by
the legal proceedings in this action. You are encour-
aged to read this Notice and the Mailed Notice in their
entireties. You have a right to request exclusion from
the Settlement Class but you must do so by June 15,
1996 by following the procedures outlined in the
Mailed Notice. If you do not request exclusion from
the Settlement Class, the terms of the settlement and
judgment will be binding as to you.
Generally, the proposed settlement, which has
been preliminarily approved by the Court, provides
that in exchange for releasing all claims against
Syncronys Softcorp. and its distributors and
retailers in connection with SoftRAM or SoftRAM95,
Class Members may be entitled to (1) a full refund or
a free software upgrade or free software, at the Class
Member’s election, and (2) coupons which may be
used in connection with the purchase of other
Syncronys products. A hearing will be held on June
24, 1996 at 10:30 a.m. before the Honorable Aaron
Jaffe in Courtroom #2405, Circuit Court of Cook
County, Illinois to determine whether the proposed
settlement, including payment of attorneys’ fees, is
fair, reasonable and adequate, and whether a final
judgment should be entered approving it and dis-
missing the lawsuit against Syncronys. You may
appear personally or by counsel; if you do not appear
you will be represented by Class Counsel. To object,
you must file a written objection, received by the
Court by June 15, 1996.
IF YOU BELIEVE YOU ARE A MEMBER OF THE SET-
TLEMENT CLASS AND HAVE NOT RECEIVED THE MAILED
NOTICE, YOU SHOULD REQUEST A COPY BY TELEPHONE
(1-800-335-4059). PLEASE DO NOT CONTACT THE COURT
FOR INFORMATION. ALL QUESTIONS RELATING TO
THE PROPOSED SETTLEMENT SHOULD BE DIRECTED
IN WRITING TO THE PLAINTIFFS’ CLASS COUNSEL,
LARRY D. DRURY, ESQ., 180 NORTH LA SALLE ST.,
#2416, CHICAGO, IL 60601, OR BEN BARNOW, ESQ.,
105 W. MADISON, 22ND FLOOR, CHICAGO, IL 60602.
Circle Reader Service #245
1 •800*UNITED4
catalog! 1 •800 # 864*8334 j|
Check us out online at http://www.unitedcdrom.com
Heidi’s House
byPaiadigm
Automatically designed to
change .each time you play,
offering dozens of combi- .
natiofe for hours of fun.
49675 $ 32
Cyberia 2
by Virgin Games
Zak. s lack & the action is
hotterthan ever. Revolution
new; combat engine puls
yob Tn the thick of the
te" $ 48
•y Grand Prix 2
oy Spectrum-Holobyte
i;' Trie uitmate Formula 1 rac-
t irsg simulaSon. C^bonaJ dri-
Command & Conquer:
by Acclaim
Role playing, murder
I mystery game. Piece
Iby Virgin
15 neyy missions in any
orcter & stomp your friends in
10 nftSplayer maps in this
companion disk, jfc jM
49221 JSiH
submarine simulator.
Chqbsafrqm a variety of
subs/Sfent Hunter is with-
the murder at LA National
Hospital.
42648
: Battery Disk Combo 2
[ by Interactive Systems
i Saves the computer's vial
i 'CMOS settings & restores
Zeddas: Servant of
Sheol
by Synergy
Dare you match wits with
thejriagot demons? Walk
Cyberjudas
I by Merit
Deep within cyberspace, you
come! the most powerful
ratknbn Earth. You have 6
trusts! members & 1 is out
to destroy you.
44742 Hr f
[Jacobis Star
j by landscape
I The Renegade Legion
[brings you back to lake
care of some unfinished
[business. (am
otRodcydd.
48529
AH-3 Thunderstrike
by JVC Musical Indust.
When then enemy is com-
mit your from the ground
andhir. 360 degree view-
ing idb optimum !od<-on.
Links 386
by Access
The most award-winning
Animated Storybook
l by Disney Interactive ■
Jo!iYBuzZ'& Woody mail
their'adventures on your
l by JVC Musical Indust.
Take control of an F-16,
I MIG-29 ora F-117A Stealth
Bomber; Engage, in a dual
tory .has now been
enhanced for the CD plat-
form. Tee Off! $A ia 9
39733 46 1
terrains.
49735
49736
j Judge Dredd
by Acclaim
! Ycu am judge, jury and :
ia/ecptionO' - Expener.ce j
laUrMfe firepc-.ve- trigh-
speefr driving s&id mean
[machines. *£;4§)S»
I 41134
Fantasy General
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Charge of the Light Brigade S16
Civil War No Greater Glory SI 6
Conflict: Korea SI 5
D-Day: Begining of t' End CD S15
Defend the Alamo S19
Dreadnoughts Bismark S9
Fields of Glory CD SI 4
Fifth Fleet Seen Mod t S19
Flight Command'r 2 Ms'n Bldr S19
Gary Grigsby Pacific War S19
Gary Grigsby's War in Russia S19
Harpoon 2 Battle Set 2 S19
Harpoon 2 Battle Set 4 CD S20
Harpoon Classic CD S19
Harpoon Classic WIN CD Si 9
Harpoon Designer Series 1 S9
Harpoon Designer Series 2 S9
High Command SI 9
Kampfgruppe
SI 5
S9
MacArthur's War SI 6
Panzer General SI 9
Rebel Charge: Chicamagua S15
Second Front
Shiloh
Storm Across Europe S12
Task Force 1942 $16
The Great War $19
Typhoon of Steel S15
UMS 2 Planet Editor $4
V Victory Market Garden S19
V Victory Market Garden CD $12
V Victory Veiikye Luki SI 9
V Victory Veiikye Luki CD S12
V Victory Utah Beach CD S12
Waterloo S9
When Two Worlds War CD SI 5
White Death S19
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Circle Reader Service #45 - chips* bits inc
CGWS96BUDGET 1
CD-RIDDLEOF MASTER L
CD-RISE OF THE ROBOTS
CD-RISE OF THE TRIAD
USED IBM GAMES
COMPLETES VIRUS FREE;
WITH THE ORIGINAL BOX,
DOCUMENTATION AND
DISKS
1942 PACIFIC AIR WAR
A- TRAIN
ACES OF THE DEEP
ACES OF THE PACIFIC
ACES OVER EUROPE
AIR BUCKS
AL-QAOIM-GENIE'S CUR
ALIEN LEGACY
ALONE IN THE DARK
ALTERED DESTINY
AMAZON
AMBUSH AT SORINOR
ARENA: ELOER SCROLLS
BARD'S TALE 1
BATTLE CHESS 4000
BATTLES OF DESTINY
BETRAYAL AT KRONDOR
BLOODNET
BLUE AND GRAY
CAESAR
CAMPAIGN 2
CARRIERS AT WAR
CARRIERS AT WAR 2
CASTLES
CD- ALONE IN THE DARK
CD- BLOOD BOWL
CD- CYCLONES
CD- HAND OF FATE
CD- JAGGED ALLIANCE
CD- LOST IN TIME
CD- PSYCHOTRON
CD- SPACE OUEST 4
CD- TONY LARUSSA BB2
CD-3D ULTRA PINBALL
CD-7TH GUEST
CD-ACES OF DEEP COMM
CD-ACES OF THE DEEP
CD-ACES OF THE PACIFIC
CD-ACES OVER EUROPE
CD-ACROSS THE RHINE
CD-AD8D THREE WORLD
CD-ADV CIVILIZATION
CD-AEGIS GUARD FLEET
CD-AL-QADIM GENIE CUR
CD-ALIEN LEGACY
CO-ALIEN LOGIC
CD-ALIEN VIRUS
CO-ALIENS
CD-ALONE IN DARK 2
CD-ALONE IN DARK 3
CD-APACHE
CD-ARMORED FIST
CD-ASCENDANCY
CD-AWARDWINWARGA
CD-BATTLE BEAST
CD-BATTLE ISLE 2200
CD-BENEATH STEEL SKY
CD-BETRAYAL AT KROND
CD-BIO FORGE
CD-BLACKTHORNE
CD-BLOODWINGS
CO-BREACH 3
CD-BRETT HULL 95
CD-BUREAU
CD-BURN CYCLE
CD-C . E. 0.
CD-CAESAR 2
CO-CASTLES 2
CD-CELTIC TALES BALOR
CD-CHAMPAIGN
CD-CHAOS ENGINE
CD-CHESSMASTER 4000
CD-CIVIL WAR
CD-COLONIZATION
CD-COMANDER BLOOD
CD-COMMAND & CONQ
CD-CREATURE SHOCK
CD-CRITICAL PATH
CD-CRUSADER NO REMO
CD-CYBER RACE
CD-CYBERIA
CD-CYBERWAR
CD-CYCLONES
CD-DZONE OOOM1&2
CD-D-DAYOPERATOVER
CD-DAEOALUS ENCOUNT
CD-DARK FORCES
CD-DARK SUN 2 WAKE RA
CD-DAWN PATRAL
CD-DAY OF TENTACLE
CD-DEATH DAY COLLECT
CO-DEATH GATE
CO-DEFINITIVE WARGAM
CO-DELTA V
CD-DEMON GATE DOOM
CD-DESCENT
CD-DISCWORLD
CD-DOOM
CD-DOOM 2
CD-DOOMS DAY COLLECT
CO-DRACULA UNLEASH
CD-DRAGON LORE
CD-DREAMWEB
CD-ORUID DEMONS OF
CD-DUNGEON MASTER 2
CD-SIM CITY 2000
CD-SIM TOWER
CD-SLIPSTREAM 5000
CD-SPACE OUEST 6
CD-SPACESHIPWARLOC
CD-STAR CONTROL 1 82
CD-STAR CRUSADER
CD-STAR TRAIL REALM
CD-STAR TREK NEXT GN
CD-STAR TREK:NEXT GN
CD-STELLAR 7
CD-TAKE YOUR SHOT
CD-TEKWAR
CD-TERMINAL VELOCITY
•Si
m
lEilsr
GATEWAY
GREAT NAVAL BATTLES
CD-FLIGHT COMMAND 2
CD-FLIGHT SIM TOOLKIT
CD-FLIGHT SIMULATOR
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MASTER OF MAGIC
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MAXIMUM OVERKILL
METALTECH: BATTLEDR
MICROSOFT:SPACE SIM
MIGHT 8 MAGIC 4 CLOUD
MIGHT 8 MAGIC 5 DARK
MORTAL KOMBAT
NASCAR RACING
NFL COACHES' CLUB
NHL HOCKEY
NO GREATER GLORY
OPERATION CRUSADER
PACIFIC STRIKE
PACIFIC STRIKE SPEECH
PACIFIC WAR
PANTHERS IN SHADOW
PERFECT GENERAL
PIRATES GOLD
PIZZA TYCOON
POLICE QUEST 3-VGA
POLICE OUEST 4:OPEN
PRINCE OF PERSIA
PRINCE OF PERSIA 2
PRIVATEER
PRIVATEER SPEECH PAC
PROTOSTAR
OUEST FOR GLORY
OUEST FOR GLORY 1
OUEST FOR GLORY 4:SH
RETURN TO ZORK
RISE OF THE TRIAD
ROAD TO FINAL FOUR 2
ROBINSON'S REQUIEM
SAM 8 MAX : HIT ROAD
SECRET WEAPON LUFT
SHADOW CASTER
SHADOW OF YSERBIUS
SHADOW SORCERER
SIEGE
SIM CITY 2000
SIM TOWER- WIN
SIMEARTH
SIMLIFE
SIMON THE SORCERER
SORCERIAN
SPACE HULK
SPACE QUEST 1 -VGA
SPACE OUEST 2-EGA
SPACE QUEST 4-VGA
SPACE QUEST 5-VGA
SPEAR OF DESTINY
STAR CRUSADER
STARSHIP COMMAND AD
STELLAR 7
STREET FIGHTER 2
STRIKE SQUAD
SUMMONING
SYSTEM SHOCK
TERMINATOR 2: ARCADE
TERMINATOR 2029
TERMINATOR:RAMPAGE
THEATRE OF WAR
THEME PARK
THEXDER 2-FI REHAWK
TIE FIGHTER
TIE FIGHTER : DEF OF E
TIGERS ON THE PROWL
ULTIMA UNDERWORLD2
ULTIMA 7 BLACK GATE
ULTIMA 7.5 SERPERT
ULTIMA 8:PAGAH
ULTIMA UNDERWORLD1
ULTIMATE DOMAIN
ULTIMATE DOOM
ULTRABOT SANCTION E
UNNECESS ROUGH 95
VICTORYrMARKET GAR
VICTORY:VELIKIYE L
WALLS OF ROME
WAR IN RUSSIA
WARLORDS
WARLORDS 2
WHERE IN WORLD CARM
WING COMM ACADEMY
WING COMMANDER 2
WIZARDRY 6 COSMIC FO
WORDTRIS
WORLD CIRCUIT
WW2:AIR FORCE COMMA
X-COM TERROR OF DEEP
X-COM UFO DEFENSE
X-WING
X-WING B- WING AD-ON
CO-HAND OF FATE
CD-HARDBALL 4
CD-HARDBALL 5
CD-HELL CYBERPUNK
CO-HERETIC
CO-HEROES MIGHT8MAG
CD-HEXEN (HERETIC 2)
CD-HI OCTANE
CD-INCA
CD-INCREDIBLE MACH 2
CD-INDY JONES FATE AT
CD-INFERNO
CD-IRON ASSAULT
CD-IRON HELIX
CD-JOHNNY MNEMONIC
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•VIRTUAL
VALERIE 2' The j
queen of cyber-
sex is back! Virtual
Valerie 2 is the ulti- i
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modeling, tantalizing animation, erotic sound j
effects, and a sizzling music score combine to
create a mind blowing sextravaganza! CD $36
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After entering the
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Imagine being
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‘ROMSOFT 6 PACK’ Double Down, Doors of
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what you'll get in this sexy 6 pack! 6 CD'S $39
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This incredible
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01996 CHIPS 4 BITS. INC.
INTERACTIVE
ADULT MOTION ADULT MOTION
Adv of Seymore 2 $49
Casting Couch $44
Club Cyberlesque $29
Come Play With Me $36
Cyber Photographer $49
Cyber Strip Blk Jck$36
Cyber Strip Poker $36
Cyberpeep 2 $24
Designer Bodies $36
Desktop Mistress $49
Dirty Debutantes 2 $39
Dirty Tricks S46
Diva X Ariana S38
Diva X Rebecca S38
Dream Machine $36
Dream Machine 2 $49
Fun House $39
Girlfriend Teri $39
Girlfriend Tracy $39
Golden Wrds In Sex $24
Heidi's House $39
Hollywood Bdy Dble$44
Hot Slots $37
Hump Towers $39
Intimate Posslbllit's$39
Japan Interactive $44
Latex $44
Make Y'r Own Orgy $32
Midnight Stranger $45
Mind Teazzer 2 $32
Mystik Mistress $36
Nasty Parts $42
Net Erotique $39
Neurodancer $39
Nick Steele P.l. S39
Night Owl 18 $29
Nightwatch 1-2 ea $39
Nightwatch 3 S49
Penetration $19
Penthouse 3-5 ea $59
Penthouse 6 $52
Pleasure Zones $33
Poker Party $45
Porno Poker $44
Private lnvestigator$49
Private Pl'sre Park 2 $49
Private Prison $44
Romsoft 6 Pack ea$39
Romsoft 3 Pack $29
Scissors N' Stones $29
See Some 3 Some $39
Sorority House $34
Sorority Sex Kittens $42
Space Sirens ea S29
Strip Black Jack $44
Strip Poker Pro 2 S36
Teresa May S44
Texas Table Dance $24
The Islnd Grl Rsort $39
The Passion $39
Time Warp $52
Vampire's Kiss S36
Virtual Director S39
Virtual Golden Eyes $44
Virtual Las Vegas $44
Virtual Sex $39
Virtual Sex Shoot S44
Virtual Valerie 2 S36
Virtual Vixens $24
What's Your Name $34
Wheel ol Fantasy $26
101 Delights ea $19
All Night Long $19
Amateur Models 4 $28
Amateurs in Act’n 3 $24
American Blond $24
Angel of Passion $24
Annie & Husbands $19
Anthony's Desire $25
Asian Heat $24
Asian Invasion $19
Asian Paradise $42
Babe Patrol $19
Babes Illustrated 2 S25
Bangkok Nights $24
Bare Exposure $25
Best of Blonds $26
Billionaires Blondes $28
Black Book $34
Blondage $24
Bustin' Through $24
Casting Call 2 $36
Cheating $24
College Girls $19
Crazy w/the Heat $24
Crystal Fantasy $39
Deep Tush 2 $22
Dirty Western 2 $25
Double Down $24
Endless Passion $19
Exotic Erotica $19
Femme Fatale $19
Freak Show ea $18
Glamour Girls $22
Go Digital 2 SI 4
Hippies in Heat SI 6
Hollywood Glamour S34
Hollywood Scandal SI 9
Hot House Flowers S24
Hot Leather SI 9
Hot Wired S26
Ice Woman $24
Insatiable $24
Justine $39
Kama Sutra $24
La Blue Girl ea S22
Lap Dancer $25
Lethal Passion S26
Lips SI 9
Model Wife $24
Mulva SI 8
Night Creatures $26
Night Trips 2 $25
Nova Collection ea$19
Novel Desires S33
One Nine Hundred SI 9
Orient X-Press S22
Oriental Action S26
Pink Lady Detective S24
Platinum Six Pack S42
Pleasure Dome $28
Poison $24
Private Moments $25
Putt’g It All Behind 2 $24
Racquel Released $24
Rain Women $38
Secrets 2 $24
Seduction of Suki $22
Seductions $24
Select a Pet 2 S29
Silent Strangers S24
Simply Irresistable $24
Sin 95 $44
Sinfully Yours $19
Skin Tight $15
South'n Beauties 2 $32
Stocking Stutters $33
Straight A’s $26
Studs & Starlets $26
Super Model #1 $24
Superstars of Japan S39
Sushi To Go $22
Taboo 12-13 ea $25
Target of Seduction S26
Things Change S25
Tokyo Nightlife S49
Totally Exposed S24
Toy's Not Boys $29
Tracy I Love You S24
Tracy Loves You $19
Urotsukidoji $23
Urotsukidoji 3 $24
Urotsukidoji Collect S48
Wide Open $16
Willing & Able $16
ADULT STILLS
3D Darling $19
3D Dream Girls $19
Adult Palate 2 $22
Amateur Models S22
Art of Olivia $30
Asian Fantasy Girls $22
Asian Hot Pix $19
Asian Palate $24
Asian Pearls ea $28
Asian Pleasures $39
Beautiful Women $39
Centerfold Dreams $19
Danish Fantasies $39
Domin-A-Trix $19
European Erotica $29
Focus Pocus $27
Girls of Spice 2 $24
Girls of Vivid 2 $19
Hard Core GIF's $29
Jigsaw Pinups $20
La Femme Venus $29
Oriental Stars S32
Overexposed $28
Select A Pet $29
Southern Beauties $28
Tabloid Beauties S25
Visions of Erotica $28
CDi SOFTWARE
Bad Company $26
Channel Blonde $26
Cheating $19
Dirty Looks $26
Endlessly $26
Mask $26
Naked Reunion $26
Passenger 69 $29
Passion $29
Shame $26
Silent Stranger $19
Super Model $26
The Coven $26
Vagablonde $26
Vice $26
Spend $60. Get a Bodycello
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Request must be made at time of purchase. Quantities limited.
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‘0007 VIRTUAL
GOLDEN EYE'
The first true
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you use your
mouse to navi-
gate through the
game. You start,
equipped with several weapons and plen-
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napped UN Princess before the whole
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‘CRYSTAL
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Venture through
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‘GLAMOUR
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40 erotic videos of girls ready and
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■ROMSOFT 3 PAK' Captured
Elegance, Penetration and She’s So
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HOT, HOT, HOT! 3 CD’s S29
•ROMSOFT 6 PACK 2’ Babe Patrol, Hot Dog
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Extasy Suites, Striptease and A Shot in the Pink
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Circle Reader Service # 195
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Adventures of Seymore Butts
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Virtual Sex Shoot *44
Crystal Fantasy *39
Virtual Valerie 2 *39
Space Sirens 2: Megababes
. Latex Interactive *44
Japan XXX Interactive *44
Dream Machine 2: Angels of
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Peep Show 2: Girlie Game ..*44
Seymore 6 Pack *44
La Blue Girl 1 *34
Justine *39
Girls Doin’ Girls .*29
Blackboard Jungle *29
Anal Asian 2 *29
Raunch *34
B Busty Babes 4 *34
B Private Photodisk 1 .*34
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51 Bet Your Sweet Booty *24
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Circle Reader Service #99
HALL OF FAME
W ’
I
elcome to the Cooperstown of Computer Games. Here,
raised upon pedestals, you’ll find the games that broke
the records, established the benchmarks, and held gamers in
delighted trances for hours untold.
mm
HIGHLIGHTS
WAR IN RUSSIA
Strategic Simulations, Inc.,
1984
P rior to War in Russia, gamers who
wanted to play strategic-level
games that covered the entire
Eastern Front were restricted to massive
boardgame designs which covered two or three cafeteria-sized tables at a
game convention. Computer games were by and large limited to smaller
actions where tactics were all-important and a strategic perspective either
non-existent or so abstracted that strategic-level gamers felt the computer for-
mat was unsuited to the depiction of large actions. With War in Russia, the
first "monster" game on the computer, Gary Grigsby was able to present the-
ater-wide action on a wide-scale and give individual gamers the thrill of being
the theater commander for the first time. Experienced gamers came to dis-
cover that the Al could be faked out easily in an early move of subterfuge, but
the game continued to have popularity because of its scale, subject matter
and suitability for playing by mail (i.e. the save positions were in the right spot
for players to be able to save their move, send a disk and wait for the return
of the disk for their next move) or e-mail (sending saved game files at a rapid
300 baud per second). It was popular among wargamers for as long as the
Apple II remained alive, and it provided some of the initial research for
Grigsby’s later Second Front and War in Russia on the IBM, though neither
had the same game mechanics.
WASTELAND
Interplay Productions, Inc.,
1986
I t is difficult to speak of computer role-
playing games without invoking the ven-
erable title, Wasteland. This post-holo-
caust adventure was set in the Mojave
Desert regions of California, Nevada and Arizona where the
players were “rangers," the last remnant of law and order, trying to solve a
mystery involving both massive atomic mutations and an incursion of aliens
circa 1950 “B” drive-in movies. The game proved the value of a skill-based
role-playing system and created interesting algorithms for handling the non-
player characters. One couldn't simply strip the NPCs of their items as in
other games; the NPCs had “minds" of their own. Further, although the
game was combat-intensive and used a computerized form of Michael
Stackpole’s combat-rich Mercenaries, Spies and Private Eyes game system
(still available in boxed form from Flying Buffalo, Inc.), it was replete with
ethical dilemmas and non-combat puzzle-solving of the most devious sort.
The story was written by Mike Stackpole, and many of the maps were
fleshed out by veteran game designers like Liz Danforth and Ken St. Andre.
Now, years later, Wasteland is still held with great esteem by CGW's readers
and was most recently available on Interplay’s 10th Anniversary CD-ROM.
► Inductees Prior To 1989
Battle Chess (Interplay Productions, 1988)
Chessmaster (The Software Toolworks, 1986)
Dungeon Master (FTL Software, 1987)
Earl Weaver Baseball (Electronic Arts, 1986)
Empire (Interstel, 1978)
F-19 Stealth Fighter (MicroProse, 1988)
Gettysburg: The Turning Point (SSI, 1986)
Kampfgruppe (Strategic Simulations, 1985)
Mech Brigade (Strategic Simulations, 1985)
Might & Magic (New World Computing, 1986)
M.U.L.E. (Electronic Arts, 1983)
Pirates (MicroProse, 1987)
SimCity (Maxis, 1987)
Starflight (Electronic Arts, 1986)
The Bard’s Tale (Electronic Arts, 1985)
Ultima III (Origin Systems, 1983)
Ultima IV (Origin Systems, 1985)
War in Russia (Strategic Simulations, 1984)
Wasteland (Interplay Productions, 1986)
Wizardry (Sir-Tech Software, 1981)
Zork (Infocom, 1981)
Falcon 3.0
Red Baron
(Spectrum HoloByte, 1991)
(Dynamix, 1990)
Gunship
Sid Meier’s Civilization
(MicroProse, 1989)
(MicroProse, 1991)
Harpoon
Their Finest Hour
(Three-Sixty Pacific, 1989)
(LucasArts, 1989)
King's Qoest V
The Secret of Monkey Island
(Sierra On-Line, 1990)
(LucasArts, 1990)
Lemmings
Ultima VI
(Psygnosis, 1991)
(Origin Systems, 1990)
Links 386 Pno
Ultima Underworld
(Access Software, 1992)
(Origin Systems, 1992)
M-1 Tank Platoon
Wing Commander 1 & II
(MicroProse, 1989)
(Origin Systems, 1990-91)
Railroad Tycoon
WOLFENSTEIN 3-D
(MicroProse, 1990)
(id Software, 1992)
Computer game programs have grown so massive and the
number of hardware configurations has become so huge that
incompatibilities and glitches are frustratingly common.
Software fixes, or “patches,” for buggy programs have become
a necessary evil until we reach the golden age of standardized
platforms and bug-free programs. Red indicates new files.
Absolute Zero Upgrade: Final
revision corrects a nasty crash bug
in the Hammer and Anvil scenarios.
1/6/96
Allied General Vl.Ol
Upgrade: Upgrades AG to version
1.01. Contains several bug fixes.
2/8/96
Battleground: Gettysburg
Vl.Ol Upgrade: Fixes reported
bugs and gameplay issues. 1/18/96
Capitalism Update: Fixes a
problem with the presidents and
another rare item bug. 1/11/96
CivNet Update: Fixes several
reported problems. 12/8/95
Command & Conquer V1.19P
Patch: Includes fixes for all known
bugs and some game balance
changes. Works with VI. 07 or
V1.18p. 1/19/96
Crusader: No Remorse VI. 21
Update: Includes several new fea-
tures and fixes. 12/22/95
First Encounters V1.06
Update (English CD
Version): Fixes reported bugs.
12/6/95
Flight Unlimited V2.4S
Upgrade: Upgrades Flight to ver-
sion 2.4S. Contains many bug
fixes. 2/7/96
Front Page Sports Football
Pro 96: Fixes several technical
issues. 1/4/96
Gabriel Knight 2: Fixes all
known problems with Gabriel
Knight CD and speeds up restore of
save games. 1/5/96
Hardball 5 Update: Updated
stats for the end of the 1995 sea-
son. Rosters updated to end of
January 1996. 2/16/95
Harpoon Classic Mac V1.57j
Update: Fixes several user report-
ed bugs and adds air-to-air to the
HDS9 BattleSet. 1/11/96
Harpoon Classic Windows
V1.55e Update: Fixes several
user reported GPFs and adds the
Windows Scenario Editor. 1/11/96
Hive Update: Makes the game
easier. 12/4/95
MechWarrior 2 DOS Version
Vl. 1 Update: Fixes several
things, including the right side tak-
ing more damage on mechs,
increased joystick support and
Windows 95 crash problems.
11/20/95
NHL 96 Update: Fixes a variety
of technical problems, including
playoff lock-ups or problems with
saving playoff games to hard disk.
12/2/95
PBA Bowling for Windows
Vl. 10: Incorporates several fixes
and improvements. 12/27/95
Riddle of Master Lu V2.05
Update: Fixes more known prob-
lems within the original release,
including jumpy mouse movement,
switch problems in the billiard
room. 1/8/96
Steel Panthers V1.12 Update
(Unofficial): Lots of fixes by
Gary Grigsby himself. Note: SSI
does not support this patch.
1/15/96
Stonekeep V1.2 Update:
Fixes reported bugs. 1/19/96
SU-27 Flanker V1.03:
Contains files needed to update
SU-27 to version 1.03. Includes
several new features and some
fixes. 2/14/96
Wing Commander IV Joystick
Upgrade: Alternate joystick data
acquisition routines that allow
some systems to work properly
with WC4. 2/25/96
Thunderscape Vl.l Update:
Incorporates numerous changes
and fixes. 1/3/96
TIE Fighter CD Joystick
Update: Should cure problems
SENet
These patches can usually be
downloaded from the major on-
line networks (CompuServe,
GEnie, ZDNet) and Computer
Gaming World’s Web Site
(http://www.zdnet.com/~gaming),
but can also be obtained from
individual software publisher's
BBSes or direct from the publish-
er with proof of purchase.
with Microsoft
Sidewinder 3D Pro,
Suncom Raptor or
other joysticks incor-
porating axes from
joystick 2. 1/23/96
Unnecessary
Roughness '96
Update: Fixes
sound and video
problems. 1/5/96
^Publisher BBS Numbers
Many of these patches are available directly from
the publishers’ bulletin board systems. Call with
your modem parity settings at N-8-1.
Accolade (408) 296-8800
Apogee (508) 368-7036
Bethesda (301) 990-7552
Blizzard (714) 556-4602
Broderbund (415) 883-5889
Capstone (305) 374-6872
Creative Labs (405) 742-6660
Id Software (508) 368-4137
Impressions (617) 225-2042
InterPlay (714) 252-2822
Legend (703) 272-3434
LucasArts (415) 257-3070
Maxis (510) 254-3869
MicroProse (410) 785-1841
Microsoft (206) 936-6735
NovaLogic (818) 774-9528
Origin (512) 328-8402
Papyrus (617) 576-7472
Sierra Online (206) 644-0112
Spectrum HoloByte (510) 522-8909
SSI (408) 739-6137 or (408) 739 6623
Virgin Interactive (714) 833-3305
THE COMPUTER GAMING POLL • A MONTHLY SURVEY OF THE READERS OF COMPUTER GAMING
You’ve read our take on the latest games, now here’s a chance to see what your fellow gamers think. The CG Top 100 is a monthly
tally ol game ratings provided by our readers via the CG Poll ballot found in each issue. Approximately 50 games are rated each
month, and the results are added to the aggregate results from past months. This historical database serves as a terrific reference for
what you, the gamers, feel are the best plays in gaming.
1
2
Crusader: No Remorse
DOOM II
Origin
id Software
9.94
9.77
3
Dark Forces
LucasArts
9.70
4
Virtual Pool
Interplay
9.52
5
6
Magic Carpet
System Shock
Electronic Arts
Origin
9.48
9.19
7
The Need For Speed
Electronic Arts
9.12
8
Heretic
id Software
9.08
9
Hexen
Raven Software
9.04
10
Earthworm Jim
Activision
8.90
TOP ADVENTURE GAMES
f*1
Gabriel Knight 2
Sierra
10.13
2
Shannara
Legend
9.48
3
Full Throttle
LucasArts
9.44
4
Woodruff & Schnibble
Sierra
9.28
5
Relentless
Electronic Arts
9.12
6
Ecstatica
Psygnosis
9.09
7
Under A Killing Moon
Access
9.04
8
Legend of Kyrandia 3
Virgin
8.94
9
Phantasmagoria
Sierra
8.91
10
Riddle of Master Lu
Sanctuary Woods
8.91
TOP CLASSIC/PUZZLE GAMES
Monopoly
WestwoodA/irgin
9.09
2
Incredible Toons
Dynamix
8.86
3
Incredible Machine 2
Sierra
8.85
4
You Don’t Know Jack
Berkeley
8.79
5
Clockwerx
Spectrum Holobyte
8.25
6
Hodj n’ Podj
Virgin Interactive
8.16
7
Shanghai-Great Moments
Activision
7.75
8
Lemmings Chronicles
Psygnosis
7.47
9
Multimedia Celebrity Poker
New World Computing
7.28
L_
Bridge Olympiad
QQP
7.28
[ TOP SIMULATION
'SPACE COMBAT GAMES
1
Wing Commander 3
Origin
10.57
2
TIE Fighter
LucasArts
10.26
3
Mech Warrior 2
Activision
10.05
4
NASCAR Racing
Papyrus
10.01
5
U.S. Marine Fighters
Electronic Arts
9.76
6
U.S. Navy Fighters
Electronic Arts
9.60
7
Wings of Glory
Origin
9.56
8
Flight Unlimited
Looking Glass
9.51
9
EF2000
Ocean
9.44
10
Aces of the Deep
Dynamix
9.38
TOP SPORTS GAMES
NBA Live’95
9.86
2
NHL Hockey
EA
9.77
3
Front Page Sports Football 95
Sierra
9.64
4
FPS Football Pro 96
Sierra
9.21
5
PGA Tour Golf 486
Electronic Arts
8.93
6
Front Page Sports Baseball
Dynamix
8.76
7
Hardball IV
Accolade
8.70
8
Hardball 5
Accolade
8.28
; 9
Tony La Russa 3
Stormfront Studios
8.12
10
Rugby World Cup 1995
Electronic Arts
7.91
| TOP STRATEGY GAMES
Pi
Warcraft II
Blizzard
10.46
2
X-COM
MicroProse
10.37
3
Command & Conquer
Virgin
10.03
4
Heroes of Might & Magic
New World Computing
9.92
5
Jagged Alliance
Sir-Tech
9.81
6
Master of Magic
MicroProse
9.66
7
Warcraft
Blizzard
9.64
8
X-COM: Terror from the Deep
MicroProse
9.38
9
Warlords II Deluxe
SSG
9.27
10
VGA Planets
Tim Wisseman
9.00
w- S
TOP ROLE PLAYING GAMES
1
Anvil of Dawn
New World Computing
9.19
2
Might & Magic: Clouds of Xeen
New World Computing
9.07
3
Ravenloft: StoneProphet
SSI
8.98
4
Wolf
Sanctuary Woods
8.64
5
Stonekeep
Interplay
8.38
6
Menzoberranzan
SSI
8.26
7
Ravenloft
SSI
8.16
8
Mordor
TDA
8.00
■ 9
Druid
Sir-Tech
7.70
■ ™
Dark Sun: Wake of the Ravager
SSI
7.64
[ _ TOP WARGAMES
r* 1
Panzer General
SSI
10.46
2
Steel Panthers
SSI
10.38
3
Battleground: Gettysburg
Talonsoft
9.94
4
Rise of the West
RAW
9.63
5
Flight Commander 2 Mission Bldr Avalon Hill
9.48
6
Stalingrad
Avalon Hill
9.38
7
Flight Commander 2
Avalon Hill
9.35
8
Custer’s Last Command
Incredible Simulatio
9.12
9
Tanks
SSI
9.00
10
Tigers on the Prowl
HPS Simulations
8.97
TOP 100 CAMES
w 1
Wing Commander 3
Origin
SI
10.57
Warcraft II
Blizzard
ST
10.46
☆
Panzer General
SSI
WG
10.46
4
Steel Panthers
SSI
WG
10.38
5
X-COM
MicroProse
ST
10.37
6
TIE Fighter
LucasArts
SI
10.26
r7
Gabriel Knight 2
Sierra
AD
10.13
8
MechWarrior 2
Activision
SI
10.05
9
Command & Conquer
Virgin
ST
10.03
10
NASCAR Racing
Papyrus
SI
10.01
11
Battleground: Gettysburg
Talonsoft
WG
9.94
i
r
Crusader: No Remorse
Origin
AC
9.94
13
Heroes of Might & Magic
New World Computing
ST
9.92
i
t 14
NBA Live ‘95
Electronic Arts
SP
9.86
15
Jagged Alliance
Sir-Tech
ST
9.81
16
DOOM II
id Software
AC
9.77
NHL Hockey
EA
SP
9.77
18
U.S. Marine Fighters
Electronic Arts
SI
9.76
19
Dark Forces
LucasArts
AC
9.70
20
Master of Magic
MicroProse
ST
9.66
21
Front Page Sports Football 95
Sierra
SP
9.64
Warcraft
Blizzard
ST
9.64
23
Rise of the West
RAW
WG
9.63
24
U.S. Navy Fighters
Electronic Arts
SI
9.60
25
Wings of Glory
Origin
SI
9.56
26
Virtual Pool
Interplay
AC
9.52
27
Flight Unlimited
Looking Glass
SI
9.51
28
Flight Commander 2 Mission Bldr Avalon Hill
WG
9.48
Shannara
Legend
AD
9.48
Magic Carpet
Electronic Arts
AC
9.48
31
EF2000
Ocean
SI
9.44
Full Throttle
LucasArts
AD
9.44
33
Stalingrad
Avalon Hill
WG
9.38
X-COM: Terror from the Deep
MicroProse
ST
9.38
Aces of the Deep
Dynamix
SI
9.38
36
Flight Commander 2
Avalon Hill
WG
9.35
37
Woodruff & Schnibble
Sierra
AD
9.28
38
Warlords II Deluxe
SSG
ST
9.27
39
FPS Football Pro 96
Sierra
SP
9.21
40
System Shock
Origin
AC
9.19
1
Anvil of Dawn
New World Computing
RP
9.19
42
Custer’s Last Command
Incredible Simulatio
WG
9.12
The Need For Speed
Electronic Arts
AC
9.12
Relentless
Electronic Arts
AD
9.12
7
^ 45
Monopoly
Virgin Interactive
CP
9.09
Ecstatica
Psygnosis
AD
9.09
47
Heretic
id Software
AC
9.08
48
Might & Magic: Clouds of Xeen
New World Computing
RP
9.07
49
Hexen
Raven Software
AC
9.04
Under A Killing Moon
Access
AD
9.04
Reader Poll 0140
51
Tanks
SSI
WG
9.00
VGA Planets
Tim Wisseman
ST
9.00
53
Ravenloft: Stone Prophet
SSI
RP
8.98
CivNet
MicroProse
ST
8.98
55
Tigers on the Prowl
HPS Simulations
WG
8.97
56
The Grandest Fleet
QQP
ST
8.96
Perfect General II
QQP
WG
8.96
58
Legend of Kyrandia 3
Virgin
AD
8.94
Transport Tycoon
MicroProse
ST
8.94
60
PGA Tour Golf 486
Electronic Arts
SP
8.93
61
Riddle of Master Lu
Sanctuary Woods
AD
8.91
Phantasmagoria
Sierra
AD
8.91
63
Earthworm Jim
Activision
AC
8.90
64
Warhammer
Mindscape
ST
8.88
65
Descent
Interplay
AC
8.86
Incredible Toons
Dynamix
CP
8.86
67
Incredible Machine 2
Sierra
CP
8.85
68
Serf City
SSI
ST
8.80
69
You Don’t Know Jack
Berkeley Systems
CP
8.79
70
Harpoon II
Three-Sixty Pacific
WG
8.78
71
Front Page Sports Baseball
Dynamix
SP
8.76
72
Star Trek: TNG, Final Unity
Spectrum HoloByte
AD
8.75
73
1830
Avalon Hill
ST
8.72
74
The Dig
LucasArts
AD
8.71
75
Hardball IV
Accolade
SP
8.70
76
Buried In Time
Sanctuary Woods
AD
8.65
77
Mortal Kombat 3
GT Interactive
AC
8.64
Wolf
Sanctuary Woods
RP
8.64
King’s Quest VII
Sierra
AD
8.64
80
Caesar II
Sierra
ST
8.62
Superheroes of Hoboken
Legend
AD
8.62
82
1942 Pacific Air War Gold
MicroProse
SI
8.61
83
Magic Carpet 2
EA
AC
8.56
84
SU-27 Flanker
SSI
SI
8.53
85
Werewolf vs. Comanche
NovaLogic
SI
8.50
Allied General
SSI
WG
8.50
Death Gate
Legend
AD
8.50
88
FX Fighter
GTE Entertainment
AC
8.46
89
1942 Pacific Air War
MicroProse
SI
8.45
90
Apache
Interactive Magic
SI
8.43
Future Shock
Bethesda
AC
8.43
Dark Legions
SSI
AC
8.43
93
Lords of the Realm
Impressions
ST
8.42
94
Sim City CD-ROM
Interplay
ST
8.40
95
Stonekeep
Interplay
RP
8.38
96
Cyclemania
Accolade
AC
8.37
97
Fighter Duel
Philips Media
SI
8.35
98
Loderunner
Dynamix
ST
8.31
99
Hardball 5
Accolade
SP
8.28
Celtic Tales
Koei
ST
8.28
Games on unnumbered lines have scores equal to the line above. 7 ^= Top game of type. Red = New Game, AD = Adventure, RP = Role Playing, SI - Simulation/ Space
Combat, ST = Strategy, WG = Wargame, AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible for the Hall of Fame.
MARTIN CIRULIS
What's The
Deal With...
Science
C an somebody
please explain to
me why, in an
industry where at
least half the titles
on the shelves at
any given
moment involve
some kind of SF or Speculative bent,
and a sizable percentage of con-
sumers would probably consider
themselves "fans" of SF, the games
themselves so very rarely do a good
job with what should be an infinity of
possibilities? I have a few ideas to
explain this state of affairs, but most of
them involve dark Cabals and Entropic
conspiracies, and my shrink told me
not to talk about this stuff in public.
Seriously though, it’s unfortunate
for us that gaming is relatively new-
born, compared to SF (which I believe
is working its way through late adoles-
cence) and is more vulnerable to “it
doesn’t matter" syndrome. All the
problems of a fledgling art form are
exacerbated when you believe that the
mechanics of a game are the only
issue that matters, and that premise or
even a story is something to be hung
loosely about the graphics at the end
of the production run. While it’s cer-
tainly true that for action or most strat-
egy games, the gameplay accounts for
80 percent of the success of the prod-
uct, I think it's a mistake to ignore the
fact that a clever and well-thought out
premise can be the added magic that
will take a good game over the top into
the realm of “Great."
For me, part of the appeal of DOOM
was its heroic, twisted premise, which
harkened back to the great Humanist
SF stories of the '50s and early '60s—
when there was no humanity-crushing
force, be it alien or magical, that could-
n’t be defeated by a smart monkey
with a big enough gun. It was gen-
uinely satisfying to take on those
demons; they may have been torturing
helpless sinners for the first half of
eternity, but they looked a little less
cocky staring down the steel depths of
a double-barreled Remington in the
hands of an angry primate.
Strat titles like Sim-Tex’s Master of
Orion and the upcoming sequel MOO
2: Battle of Antares have also benefit-
ed greatly by having a convincing
premise, whose implications were
woven into the game itself. Certainly
this can partially explain their success
versus the uninspired fare from
Impressions (like Space Bucks or When
Two Worlds War).
Of course, nowhere is the battle
between good writing and knee-jerk
cliche mining more obvious than in
the realm of the venerable Adventure
game, the sub-genre where you can
find every Hollywood investor with
extra pocket change lurking nowa-
days-all looking to bankroll story
ideas so weak that they couldn’t thrive
recent titles are giving me something
akin to hope that computer games
may someday complement SF, instead
of just propagating its worst qualities.
While The Dig actually had the wit to
think an adventure game might benefit
from dialogue written by a real writer,
(the stalwart Orson Scott Card), the
surprising Mission Critical went even
further in improving the sub-genre by
making the game serve the “reality” of
the story. I didn’t have to play Reversi
or fetch a part from a guy in another
village once while repairing my rippled
Battlecruiser. It was wonderful.
To be honest, though, my optimism
has been given its greatest lift by such
recent titles as I have no Mouth And I
Must Scream and Psychic Detective,
where the writers were allowed to dis-
turb and provoke the player, instead of
just shock and puzzle them.
If adventure games are going to
evolve into a valid form of mature
entertainment on a par with movies
(as is the hope of all the suits investing
in game companies), then it’s time to
leave behind the ‘50s Drive-in "Good
Enough" thinking, and start treating
SF like a genre that has been read and
written by some of humanity’s bright-
est lights for over 150 years.%
even in the
straight-to-video market. While the fail-
ures and the thinking behind them are
dreadfully apparent, (witness Byron
Preiss’s Martian Chronicles and Robot
: CC A few
recent titles
are giving me
something akin
to hope that
computer
games may
someday com-
plement SF. 77
City: “Hey, let’s take some of the most
evocative works by two of the Old
Masters of SF, and reduce them to dri-
veling adventure game shticks that
were old when Colossal Cave made it
big time! The people who read this
Sci-Fi stuff are all rabid geeks anyway,
they’ll never know the diff.") a few
Computer Gaming World (ISSN 0744-6667) is published monthly by Ziff-Davis Publishing Co., One Park Avenue, New York, NY 10016. Subscription rate is S27.97 for a one year subscription
(12 issues). Canada and all other countries add S11.00 for postage. Postmaster: Send address changes to Computer Gaming World, P.O. Box 57167, Boulder, CO 80322-7167. Canadian GST
registration number is R123669673. Second-class postage paid at New York, NY 10016 and additional mailing offices. Permit #672-910. Printed in the U.S.A.
HAY 1996
L
You need control up there. Interact's line of high-end controllers are the tools that can help
maximize your firepower and make complex aerobatics easier to execute. It's hard to imagine
what life was like before controllers this good were available. But it couldn't have been pretty.
tUTG R /l CT:
Check out the Interact Web Site at: http://www.interact-acc.com
Flight Force
Fire Control System™
Combine this powerful, metal-base
unit with any joystick to add 36
special programming slots to your
weapons arsenal! Includes four-
position tension-wheel throttle, LED
indicators, and a multi-viewer key!
PC ProPad 4
Master arcade-style PC games
with four fire buttons, two auto-fire
modes, and smooth eight-way
directional control!
PC Flight
Force Pro™
This stick’s spring mechanism utilizes
revolutionary compression technology to give
you top performance and durability! Equipped
with four fire buttons, auto-centering, and X and
Y- axis trim controls! A metal base provides
extra stability, and calibration software allows
total customization to your favorite sim!
PC PROPAD 4, FLIGHT FORCE FIRE CONTROL SYSTEM, and FLIGHT FORCE PRO are trademarks of Interact Accessories, Inc.
© 1996 Interact Accessories, Inc. All Rights Reserved. Interact Accessories, Inc. A RECOTON COMPANY.
10945 McCormick Road, Hunt Valley, MD 21031, (410) 785-5661.
MULTIMEDIA PRODUCTS
Make your
own rules.
COMBAT SIMULATIONS
OFFICIAL
GUIDE
Circle Reader Service if 139
■64D Longbow is a trademark ot ORIGIN Systems, Inc. Electronic Arts Is a registered trademark ol Electronic Arts. Jane's Is a registered trademark ol Jane's Information Group.